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Ahri Build Guide by FoughtX

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 FoughtX

Ahri Defined

FoughtX Last updated on March 5, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello everyone, I'm Fought and I would like to give you the run down on my personal favorite champion - Ahri. This is my first guide, so hopefully you can help me along the way! Please - relax, sit back, and enjoy!




This guide is meant to be more of a detailed look at Ahri, so if you do not know how to play her, or want a cookie cutter build, either just look over the top part of this guide only or look at a different guide.

That being said, lets dive into the guide!


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Changes

This is just a place for me to keep track of what all I've done, as well as give you an idea of how what I've been changing. You don't need to bother reading it.



-3/4/12: Added a more impressive section in Con's to give players a heads up for when you will not do well as Ahri. Required comments to vote (thank you A Chubby Baby). Made "Masteries" and "Honorable mentions" a little easier to read. I also added Quicksilver Sash and Void Staff to "Honorable mentions", as well as adding Lich Bane to "No No's." Added a "Blue Buff" section. Also changed a little mistake in the skill sequence.


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What Ahri is / isn't Good For

Everything. Ahri is awesome! Glad we figured that out. Now to continue...


But seriously - pick up Ahri if you need someone to go mid lane what will have a good early game and carry HARD late game.



Don't pick up Ahri if you need a jungler, AD carry, or support, have 3 other people on the team that are going to be asking for blue buff, or if you only play Tryndamere anyways.

She may not fit well in a line up with very few disables, or against champions with great range, lots of speed, and/or non-skill shots, as you can't dodge those with Spirit Rush. Playing Ahri in the way this guide is built means you also cannot stop teams with incredibly high health.


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Runes

A foreword, a forewarning, a heads up - You don't need these runes to do well! I started playing Ahri with the most ridiculous runes ever. I have since bought all the runes for this page, and love it, but it is not necessary. If you want to play Ahri well, but leisurely, you do not need these runes.



Greater Mark of Magic Penetration

  • The best and most common AP marks, I would be hard pressed to find something worthy of replacing these.


Greater Seal of Scaling Mana Regeneration



Greater Glyph of Ability Power



Greater Quintessence of Ability Power


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Masteries

Masteries are a tricky thing, some people like certain things, and some people consider them useless. Take priority in what you think is important over what I say is important. I will not spend much time on these since I believe they are quite self explanatory and alternatives are not very numerous.


  • 21/0/9 BUILD

    - Offense: The most common AP carry mastery page. You want to grab as much AP as you can, as well as good MR Pen, CDR, blah blah blah. The one possibly controversial option I took here was taking only 2 points in Havoc since the extra .5% damage is not noticeable, especially compared to AP from Mental Force or improved ignite from Summoner's Wrath .

    - Utility: Definitely take the extra mana and mana regen in utility, as well as improved buff duration for the blue buff you will want as much as you can, every game. Dump the extra points into whatever you want.

  • 9/0/21 BUILD

    - To be honest, I have never run this rune page on Ahri simply because I do not feel like it would be as good as 21/0/9. That being said, let me break it down.

    Offense: You will be losing 18 AP, 5% AP, and up to 7% damage by skipping this out, which will hurt quite a bit late game.

    Utility: You are getting quite a bit of utility from the utility tree - no surprise. Extra spell-vamp, CDR, and experience may put you ahead early game, but does not help a whole lot late game.

  • You could try 21/9/0 or 9/21/0, but don't expect it to go quite as well.


Guide Top

Summoner Spells

Take Flash and Ignite. Please.

If no one else on your team takes Teleport, you may want to replace Ignite with it, especially if you are in a lower aggression lane.

Short and sweet, 'eh? :P


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Items

I'm just going to run through the items I buy and some items that deserve a special mention. I'll also go through just a few items that lots of Ahri players get that I consider dreadful.




Starting Items:

Boots of Speed and Health Potion X 3

OR

Doran's Ring



Quite a simple choice - are you going to be taking lots of damage and trying to dodge skillshots, or have a great time farming without much harassment? If it is the former, take Boots of Speed and three health potions. It will make a difference. If it is the latter, take Doran's Ring. It will give you a great start to win your lane.



Mid Game:



catalyst the protector

Hextech Revolver

Boots of Speed

Needlessly Large Rod

Sorcerer's Shoes



Self explanatory start, you get great regen and base health/mana from catalyst the protector, and awesome sustain if you pick up Hextech Revolver early on. You do not need to pick up hextech revolver this early - Essence Theft can be good enough.
After you get catalyst the protector you really have the item that will let you wreck. It brances out from there; you can get more Doran's Ring's, a fast Needlessly Large Rod to stomp, or upgrade it for a fast Rod of Ages to get the snowball effect rolling.
It comes down to this - catalyst the protector > Needlessly Large Rod > Boots of Speed > Sorcerer's Shoes > Hextech Revolver. If you have enough gold for needlessly, buy it! Otherwise buy the rest until you save up enough.



End Game (in order):



Rod of Ages

Rabadon's Deathcap

Will of the Ancients

Rylai's Crystal Scepter

Zhonya's Hourglass



Now you get to the point where you wreck total shop. Once you pick up Rod of Ages and Rabadon's Deathcap you will notice the change - you kill anyone you want. The items are in pretty much the right order, except for Will of the Ancients, which could go after Rylai's Crystal Scepter. The Rod of Ages and Rabadon's Deathcap are fairly interchangeable - if you want to have ridiculous damage, take rabadons, otherwise go for Rod of Ages, it is the safe bet. Again, order for your late game items should be Rod of Ages = Rabadon's Deathcap > Will of the Ancients = Rylai's Crystal Scepter > Zhonya's Hourglass



Honorable mentions:



Null-Magic Mantle

Negatron Cloak

Abyssal Scepter

Quicksilver Sash

Health Potion

sight ward

Elixir of Brilliance



These items are broken into two parts - the items you SHOULD get every game (pots, elixirs, and wards) and possible replacements.
  • Health Potion is what you should always have in your inventory when you have an open slot and 50-200g. Sustainability will get you ahead in levels and farm, and these are worth every penny.
  • sight ward's are second on the "to buy" list - if you have the sustain you need and 75g+, you had better buy some of these. I don't care that you are not a support, put them either by wraiths on either side, the J shaped bush curving away from river towards blue on either side, or dragon.
  • Elixir of Brilliance is a good pick-up, and I admit that I do not pick it up often enough. It will make the difference mid and late game, but please don't pick this up early - wards and pots are much more cost efficient.
  • Null-Magic Mantle is the best bet against people that wreck you in mid. le blanc, Kassadin, Cassiopeia, etc. will all drop off if you get just this little bit of MR, and you can keep it till later in the game when you have enough health to manage it.
  • Negatron Cloak - the big MR item, you shouldn't pick this up unless you are losing your lane HARD to burst, or you are planning on building...
  • Abyssal Scepter, a great idea, but not quite good enough in comparison to your final items. That being said, if you are against a team of 4 AP champs, picking this up may be your best bet. Replace Zhonya's Hourglass with this.
  • Void Staff will be your best choice against a team that is stacking **** tons of MR. You don't need it if there is one person on the other team with MR, that is what the true damage in Orb of Deception is for.
  • Quicksilver Sash is what you should be getting against Malzahar, Warwick, Skarner, etc. If you are against a ton of hard CC, grab QSS.


No No's



Fiendish Codex

Deathfire Grasp

Morello's Evil Tome

Archangel's Staff

Lich Bane



One thing in common here - most everything gives you mana regen. You don't need that! If you have a problem managing your mana with just catalyst the protector, either work on limiting your spell usage, or GET BLUE BUFF! You really, really, REALLY need blue! It will make up for not having any of these items, and let you get much, much better ones. For Lich Bane, it just isn't worth it in my eyes. Yes, it can add a lot of damage - but only if you auto attack and spread out all your spells. It also becomes useless if you spend a lot of time poking with Orb of Deception and max range Fox-Fire's.


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Skills

Sorry about how much I actually typed here. I tried to limit myself, I really did.


Please, abuse this. Charge it up with 150 mana using 3 Fox-Fire's, then hit all 6 minions in lane with Orb of Deception for .33 * .35 * ( 6 * ( 280 + .66AP ) ) damage. Say you have 80 AP, a usual level 9 or 10 amount. You will heal for 230 health....wow. That doesn't take into account any MR or MPen, but it is still a HUGE amount, about one and a half Health Potion's worth, and you can have it in use after 3 spells, meaning every 4 spells you heal for up to 230 health. Once you get Hextech Revolver / Will of the Ancients it is not AS important, but it may make the difference between life and death, so please try to keep an eye on your charges.





At level 5 a base damage of 140 EACH WAY for an AoE skill, a hefty mana cost early game, and a very small base cool down. The base damage is what lets us put off strong AP items for a while and still do damage, while the great cool down (7 seconds) means CDR is not necessary.

:D - Best way to describe this skill. Useful for everything, easy to hit, and does ridiculous damage! The most important aspects of this skill are that you can 1. Control where the orb goes on the way back. 2. It does true damage on the way back!!!! 3. It turns around very fast at the end, so if you catch someone at the tip they will get hit HARD.
Take it first, and take ONLY Orb of Deception first, then max it out ASAP.





Flat mana cost of 50, decreasing cool down to 5 seconds, and up to 320 base damage. Again, this means mana regen, CDR, and early AP is not necessary, and you can focus on survivability and sustainability.

:3 - Fox-Fire is a deceptively strong skill, but the mechanics make it a bad choice for early game. When you are able to Charm --> Orb of Deception --> Fox-Fire, the fox fire is likely to hit the hardest. In a team fight, if you can get all 3 shots off at their carry, great! Otherwise, hey, you're doing really good AoE damage, and it'll be back up in a few seconds anyways.




Drastic increase to mana cost per level, decent damage increase, 12s flat cool down, and 1second increased taunt duration. Though this skill looks like a great one to level based on numbers, the single target aspect mean it just doesn't stack up with orb and fox-fire. The 1s increased duration is tempting, but will carry over late game than early game where orb and fox-fire just put out so much more damage.

(troll face) - One of the biggest reason's people hate Ahri, the very long range, huge duration taunt, where you can't even attack her. The best strategy to use with this is more of a "pew pew" plan. In lane, when you have enough mana, shoot off Charm whenever you have a good opportunity. If you miss, whatever. If you hit them, instantly shoot off Orb of Deception and press W for Fox-Fire. Late game you COULD use this to start a team fight, but if you already have someone who can initiate well, save it for when you have a sure shot.




Moderate mana cost, cool down, damage, scaling. The only part of this ult that makes it truly stand out is the triple flash.

C: - Use this wisely - you only get one shot....or three. Make sure you don't lead with this skill unless you need to catch up to someone already running, or get into a perfect position. Hold on to that R button for a little while, and when the fight is right in the middle, or someone turns to run, or you start to lose, press are and jump yourself to heaven. In team fights you can use this to quick jump past the initiator and stick yourself to that pesky Ashe would you will then proceed to wreck. Just keep in mind hitting as many people as you can.


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Wraith Farming

A technique you may know, but I deemed it worthy of a chapter in my guide.


When you are in mid lane, wraith camp's are right nearby your tower. Take advantage of this!!!!! If your jungler is ganking and will not be in the area for the next minute, shoot Orb of Deception from over the wall. Wait until the blue wraith attacks you so you gain vision and can either auto attack it down or use Fox-Fire to kill it quickly. After that, run around the wall and take out the smaller wraiths. This bumps up your gold and exp, and can give you the edge if your lane is a stalemate. It also keeps the gold for the big wraith increasing for your jungler.

However, don't take the wraith's if your jungler is currently in jungle and needs the exp! I learned this the hard way since I am a CS ***** (sorry friend's who I've done this to).


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Blue Buff

I figured this was just as important as wraith farming, so it should come right after!


Blue buff is something overlooked by low level players, but us high level players reading (and writing) this guide know better! That being said, you don't need blue buff right away. Yes, it is incredibly nice to have a level one blue buff, but you don't need it, and you end up pushing your lane. However, if you can get the second or third blue buff you will be set to dominate.

To start, you need to leash the first blue really well! Shoot your Orb of Deception off to hit all the minions, then back up into the bush. Now, from here, READ . Stand in the bush and run up and down, while watching blue buff, to see when it tries to path clock wise around the walls, then run down so that it tries to path counter clockwise around the walls. If you do it just right, your jungler can possibly take 0 damage for the entire blue buff. You're going to miss one or two minions doing this, but it is entirely worth it as your jungler will be more likely to gank and give you blue buffs.

Now, why do you get to be a **** and take every single blue buff mid to late game? Because it fits you best! You get CDR and mana regen up the wazoo, which yes, yes I have said you should not get for items - but this doesn't take up an item slot! It simply lets you run around and wreck everyone in sight. 'Nuff said.


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Laning and Game Stages

Like all lanes, middle has its own unique feel. For those of you who don't spend much time mid, take careful notes of this section as it will apply broadly to all of mid laning. For those of you who go mid quite often, read it if you wish, I can't force you to! Now on to the show...




Early Game



Please, please, please leash blue for your jungler! They will love you for it, you can get a fast 3 Essence Theft charges, and you will only miss one or two minions in lane.

  • What is the most important thing about mid? It is actually a three way tie.
    • Outlaning your opponent.
    • Out farming your opponent.
    • Pushing and not pushing at the correct times.
    Now lets dive further into this -

    Outlaning your opponent and out farming your opponent have quite a bit in common, but there are a few differences.

    1: Out laning means forcing the other person to lose farm by harassment, pushing, or ganking. Some of the best people for this are le-blanc and Sion for different reasons. Le Blanc scares the **** out of people, making them back off a lot (as well as blowing there faces up in the process), while Sion runs up and pushes the wave with one Death's Caress. The most important thing to keep in mind for this is: How do I balance harassment with farming? For Ahri, keep your head clear and aim your Orb of Deception to hit the enemy and a minions or two that is low, getting harass, last hits, and Essence Theft charges in one go. However, do not do this often - it will push your lane and make you run OOM. You can also use Fox-Fire to get a few last hits in, or harass if the enemy runs up close.

    2: Use your auto attacks to lasts hit the minions only!!! If you can get them when they only have 20 or 30 hp left, your lane is not going to push and you are free to farm.

    3: Keep in mind that Ahri carries just as hard late game as an AD carry, and you can do this soooo much better if you farm your balls off. If the match up is fairly even in your lane, try to match the amount of push they put out to keep the lane in the middle. As long as you can last hit well, you will out carry them late game.



    Mid Game



    This is where the sustainability from catalyst the protector, Essence Theft, blue buff, and possibly Hextech Revolver come into play. The goal for mid game, levels 9-15, is to get as much gold as possible while never going back.
    • Once you get your core, go back to lane and start being very aggressive. You want to either push the lane hard or engage the enemy as much as you can. If you can put a ton of harass down on your opponent and kill or force him to go back, you can push the wave with Orb of Deception and Fox-Fire. The goal is to completely roflstomp your lane, push the tower, then go around and gank. If you are being pushed against as well, try focusing on harassment more than pushing. Keep getting last hits, get blue buffs, join in dragon fights, and when you have a chance, GANK!. If you can go bottom and kill their support or AD carry you give gold to yourself, your allies (for assists), and most importantly, you deny their carry gold. You can also try roaming in the jungle, counter jungling and ganking their jungler. Try to communicate with your jungler when you do this though.
    • As stated, you want to stay out for a long time. And by long, I mean holy **** long. Some games I can get up to 4k gold before I need to go back, simply because I balance 1. farming, 2. ganking/team fighting, and 3. wraith killing/counter jungling. Keep this up for 10 minutes, and hopefully you can dominate two or three fights, as well as picking off someone, all while farming your heart out. That is how you wreck.



    Late Game



    Hopefully you made it to late game before everyone else. Hopefully you have the most CS in the game. Hopefully you have the most kills in the game. Hopefully you have less than 2 deaths. If this is true, get your items, and get into as many fights as you can. Wreck their faces. Make them cry, make them weep, make them surrender!



    But sometimes that doesn't happen.

    If you had a hard time early game against Le Blanc, you are going to be behind. You won't have many kills, you wont have great CS, and you will probably have died a few times. But it is OK!!! Be sure to hang back at the start of fights, throwing your Q and W out at the closest people without getting yourself caught. You are still capable of great things, you just have less room for error. Make sure every shot counts, and hang in there!


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Team Fights

Teammates are useful!


For meat shields...

Sadly, not true. You can't solo carry a game unless you are playing against bots.

Your role in a team fight is a team killer....that's the power of AoE damage. Your FOCUS, however, should be diving past the initiator of the other team and getting in the carrie's face. Once you're in, shoot them point blank with Charm (I will hunt you down if you miss), press W, and Q them (hopefully hitting a few other people). If you haven't had to use your ult to get here - GREAT! Don't use it yet. Wait until the carry starts running away and you need to catch up. If you burst them down before they can even do that, well, might as well jump around for celebration! Use Spirit Rush towards the next priority, use W and Q again, and continue using Spirit Rush when necessary.

Most important thing to remember - don't waste Spirit Rush and Charm. Charm is OK to be shooting off to try to initiate a fight, but when the fight breaks out save it so that you don't hit Alistar and waste it. Spirit Rush is only important to use early if you are trying to kill someone like "master yi" from killing your friends, or lifestealing his way back to full health.


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Summary

Thank you, everyone, for reading my guide. Hopefully you enjoyed it, learned something, and will get something good out of it. If you have suggestions or problems, please let me know!

I'll be adding more stuff as I go, including champ match ups, other builds and why they are wrong/note as good, and some more in depth details on why I pick up items, play a certain way, what not.

Thumbs up please!!! :) <3 you all.

Oh, and don't down vote if you:

  • Haven't read the guide
  • Don't agree with one thing
  • Think CDR Ahri is smart.