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Ahri Build Guide by Urther

AP Carry Ahri - HEY! Catch this!

AP Carry Ahri - HEY! Catch this!

Updated on July 27, 2013
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League of Legends Build Guide Author Urther Build Guide By Urther 9,522 Views 7 Comments
9,522 Views 7 Comments League of Legends Build Guide Author Urther Ahri Build Guide By Urther Updated on July 27, 2013
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Introduction

Introduction

Welcome to my Ahri guide. I really hope you enjoy it. I am not experienced in making guides or any of those stuff so please leave a comment so that I can improve it.

Credits to jhoijhoi for the template, which you can find here.
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Pros and Cons

Pros/Cons



Pros


+ Amazing Harrasser.
+ Great damage with Orb of Deception late game.
+ ALOT of heal with the mixture of Orb of Deception and Essence Theft.
Cons


- Difficult to hit the enemy with Orb of Deception.
- She is very very soft until she gets Rylai's Crystal Scepter and Zhonya's Hourglass.
- Has mana problems if you keep spamming skills.
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Masteries

Masteries



Like any other Ability Power Carry or Attack Damage Carry masteries we put in 21 points in the Offensive tree to maximize damage in the lane. I also put in 9 points in the Defensive Tree for more sustain in the lane. I put 1 points in Hardiness and 3 points in Resistance because in middle lane most of the time the champions would be an ability power champion.
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Runes

Runes




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Summoner Spells

Summoner Spells



Clarity: Like I said in the Cons, Ahri may have mana problems but Clarity is useless on her because Ahri can easily get the blue buff with the help of her teammates or by herself.

Ignite: Very useful on Ahri especially to finish of the enemies which she wasn't able to kill with her skills.

Ghost: It can help her chase the enemies which are running but, it's useless on her because she already has 4 flashes(The normal Flash and her ultimate( Spirit Rush) and the slow from her Rylai's Crystal Scepter.So, she would not have any problems with chasing.
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Ability Explanation

Ability Explanation



  • Essence Theft: Gains a charge of Essence Theft whenever a spell hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, the next spell has 35% Spell Vamp.
  • Orb of Deception (Q): Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.
    Deals 40/65/90/115/140 (+0.33) magic damage on the way out, and 40/65/90/115/140 (+0.33) true damage on the way back.
    Cost
    70/75/80/85/90 Mana
    Range
    880
  • Fox-Fire (W): Ahri releases three Fox-Fires, that lock onto and attack nearby enemies.
    Releases three Fox-Fires that lock on to nearby enemies (prioritizes Champions) dealing 40/65/90/115/140 (+0.4) magic damage. Enemies hit with multiple Fox-Fires take 50% damage from each additonal Fox-Fire.
    Cost
    60 Mana
    Range
    800
  • Charm (E): Ahri blows a kiss that damages and Charms an enemy it encounters, causing them to walk harmlessly towards her.
    Blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and Charms an enemy causing them to walk harmlessly towards Ahri for 1/1.25/1.5/1.75/2 second(s).
  • Spirit Rush (R): Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
    Nimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 85/125/165 (+0.35) magic damage. Can be cast up to three times within 10 seconds before going on cooldown.
    Cost
    100 Mana
    Range
    450

Skill Tips
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Ability Sequence Order

Ability Sequence Order



> > >
Ahri's Spirit Rush is maxed first like any other ultimate at level 6, 11 and 16. Orb of Deception is maxed next to maximize her damage dealt to enemies. The Charm is maxed last because it is mainly used to only taunt the enemies.
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Items

Items


Item Sequence

Sorcerer's Shoes 1100
Rabadon's Deathcap 3600
Rylai's Crystal Scepter 2600
Zhonya's Hourglass 3250
Will of the Ancients 2300
Deathfire Grasp 3100


Gives ALOT of ability power.

It has the magic penetration which can help you break through the magic resistance on the tanks(like said in the runes).

Gives you spell vamp which can be stacked with your Essence Theft.

Gives you health which allows you to survive longer. It also allows you to slow your enemies with your spells which helps you alot in chasing and killing.

It gives you armour which helps you survive when fighting the enemy's Attack Damage Carry. The active also allows you to be stopped being targeted and gives you the opportunity to run away after 2.5 seconds

Increases the magic damage dealt after using the active on the target. It also deals damage according to the target's maximum health which is also useful for killing the tanks with high health like Dr. Mundo and Garen
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Teamfights

Teamfights


You will have to aim the softest enemy champion first and leave the tank for last. Keep away from their Attack Damage Carry and their Ability Power Carry because they will aim you. If they are nearing you just hit them. When they are near use your Spirit Rush to go backwards. That will damage them while you escape.
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Summary

Summary


I hope you enjoyed reading. If there is something wrong, don't hesitate to tell me in the discussion page. If you down vote it I want a reason. I will do my best to fix it. Thanks for reading.=)

Credits to jhoijhoi for the template, which you can find here.
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