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Ahri Build Guide by abraxas79713

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 abraxas79713

Ahri - Refuses to leave a lane

abraxas79713 Last updated on February 17, 2012
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Ability Sequence

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


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Introduction

Hi all, this is my first guide on mobafire so be gentle :) When I first knew about Ahri being released I was very excited to hear about this new champion. I read through quite a lot of good guides on this site and from that built my own way with her. So I would like to shout out a thanks too all the previous guides before this. **Updated Feb 17th**


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Pros / Cons

Pros:

Ahri's Orb of Deception is great for poking and reducing the enemies HP at the start of the game

Her Charm is a great way to get champions away from turrets or to single someone from a group

Fox-Fire is a great way to deal some damage if someone jumps/flashes on you.

Essence Theft with a Hextech Revolver can help you stay in lane that little longer.

Short cool downs, making spamming abilities fun.

Spirit Rush is a great way to chase down enemies as well as escaping from a gank. Can also be used to dish out some nasty damage to multiple groups if used to dash around and not straight into a crowd.

Cons:

Ahri is very squishy at the start of the game. That is one of the reasons why I go for Catalyst protector first.

Most if not all of Ahri's abilities are skill shots

Fox-Fire can get you in trouble passing minions in the jungle...more so if an enemy champion is nearby


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Base Stats

Attack damage 50 (3 per level)
Health 380 (80 per level)
Mana 230 (62 per level)
Movement speed 311
Armor 11 (3.5 per level)
Magic resis 30 (0 per level)
Health regen 1.1 (0.12 per level)
Mana regen 1.25 (0.12 per level)


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Runes

Rune setup:

Greater Mark of Magic Penetration x 9
Greater Seal of Scaling Ability Power x 9
Greater Glyph of Scaling Ability Power x 9

Greater Quintessence of Scaling Ability Power x 3

Ok Marks are pretty self explanatory...Mana regen doesn't seem to be a problem with Dorans Ring and then with a Catalyst Protector...So I decided on that little extra ability power...for the Seals of force...Same with the Glyphs and quintessences...Most people go for the flat out ability power runes...But I honestly prefer the per level ones due to the fact that overall you get that little more ability power at level 7 on wards...at which point if you haven't earlier you will be making your move for kills.


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Skills

Essence Theft - Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

I tend to make sure that when I have nine stacks on this I aim for the largest group of minions possible. This skill with a Hextech Revolver will ensure that you will be leaving the lane less.

Orb of Deception - Ahri throws out and pulls back her orb, dealing 40/65/90/115/140 (+33% of ability power) magic damage on the way out and 40/65/90/115/140 (+33% of ability power) true damage on the way back.

As I mentioned earlier this ability is great for poking and pestering people...skill shots permitting. The true damage on the way back is the killer....many times people think they have gotten away only for the returning orb to hit them on the way back.

I max this skill first for the obvious damage.

Fox-Fire - Ahri releases three Fox-Fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80/140/200/260/320 (+75% of ability power).

I tend to max this skill secondly after Orb of Deception. I do this because when you're ready to jump in with Spirit Rush...either when someone is getting away or when they are under their turret... Fox-Fire is great for securing the kill on that enemy trying to get away who seems to be good at avoiding your skill shots. Great way for nukeing down multiple targets as well :)

Charm - Ahri blows a kiss that deals 60/90/120/150/180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk hopelessly towards her for 1/1.25/1.5/1.75/2 seconds.

Although I max this skill last...I make sure that I have at least one point in it before level six. Most people argue that the extra taunt time is better than the skill points spent in Fox-Fire...however if you manage to land a hit with charm and get the enemy away from their team or a tower....you will be able to jump in with a Spirit Rush and Fox-Fire effectively nukeing them down before they even get to see what hit them. Maxing this skill last is in my opinion the best as which around this time you will be in team fights, at the point when this skill shines the most. Picking out a target from a group and allowing your team to jump this poor follow. This skill is also great for taunting enemies away from support classes and champions with low health that are trying to get away.

Spirit Rush - Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100/140/180 (+30% of ability power) magic damage per bolt. Spirit Rush can be casted up to three times before going on cool down.

By far one of the most interesting ultimate's I have seen so far. This is a great way of chasing down enemies that are trying to get away with low HP. In team fights this skill can deal out some massive damage to three targets....jumping around the enemy team and not straight into them...obviously makes this more effective. Also one of the best escape skills around... Essentially you have an extra two flashes.


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Skill Sequence

First of all I make sure to max out Orb of Deception....with Charm and Fox-Fire this will help you nuke down enemies very quickly.

I max Fox-Fire secondly for that extra bit of damage. Jumping into an champion with timed shots of an Orb of Deception will have your enemy running for their nexus.

Keeping one skill in Charm and maxing this last...Yea it's a great taunt and taunts longer when maxed...but I prefer the extra damage from Fox-Fire early on.

As mentioned above...A Hextech Revolver with Essence Theft will keep you in the lane longer.


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Summoner Spells

Flash - In my opinion one of the best escape summoner skills in the game. If Spirit Rush fails and you find yourself against more than one enemy, this will help you get out of harms way that little bit faster

Ignite - Second best summoner skill around...you will most likely come across champions such as Warwick... Fiddlesticks... Vladimir etc etc Reducing their healing by 50% makes these enemy champions that little bit easier...

I have tried other summoner abilities such as Exhaust....You really shouldn't be having trouble keeping up with enemies so that skill seems low compared to others... Teleport is also kind of useless as Ahri can nimbly get around the map with ease.


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Items

Start of the game I grab a Doran's Ring...Mainly because this is an overall balance item for Ahri...Health...mana regen...ability power...What more can a girl ask for?

Last hitting all the minions as I go I build a Catalyst Protector for that extra bit of health and mana...The passive is really nice to keeping you in the lane longer as you level up.

Thirdly I buy some Boots of Speed along with a Hextech Revolver. Helping me get around a little quicker and dealing that extra little damage in lane. The spell vamp with the Catalyst Protector makes sure that you will hardly ever be leaving the lane unless you're going for items.

Rod of Ages is my next item...all in all great item for Ahri.

Next I go for some of that much needed ability power and build a Rabadon's Deathcap.

Upgrading my Boots of Speed too Sorcerer's Shoes gives me that little extra speed and Magic penetration.

At this point I have great health...mana and some lovely ability power... Morello's Evil Tome is next on the list it helps with cooldown reduction as well as giving a bit extra ability power. A Lich Bane is always nice to have for the extra speed and the damage after using an ability. With the magic resis etc this is an all around great item to have

I now finally upgrade my Hextech Revolver to a Hextech Gunblade for that extra ability power....why this instead of Will of the Ancients you ask? Well because Hextech Gunblade 300 damage and slows the target by 50%...Pretty much having an Exhaust with your summoner spells :)


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Other items

Rylai's Crystal Scepter - Although a all around nice item for stacks of health and ability power...not to mention the passive for slowing down enemies on a spell cast...I don't believe this item to be viable in this build. Mainly because Rod of ages will be giving you all the health that you need for survability.

Void Staff - An interesting item to go for if you come across some pesky tanks which have high magic resis.

Will of the Ancients - Now I have seen a lot of guides build for this item and yes it's nice to have that extra little bit of spell vamp as well as giving the aura to nearby champions, but I honestly don't see this upgrade being better than the Hextech Gunblade.