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Ahri Build Guide by Avenefirous

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 Avenefirous

Ahri The Devourer of Souls

Avenefirous Last updated on January 10, 2012
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Ability Sequence

1
3
5
7
10
Ability Key Q
2
8
12
14
17
Ability Key W
4
9
13
15
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: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

Hey guys, I'm Avenefirous and this is my first guide. Ahri is a great champion. Although what Phreak tells you isn't true in my opinion. Her definition of being a mobile assassin is wrong from my experiences. But I'll explain that later. Since I'm new to writing guides and builds, please comment on how I should improve this guide or if you disagree on my runes or masteries.

Uhmmm, as of 1/9/2012 I didn't know I published this.... So some sections are rushed because I need to explain my build, pros/cons, tips and trick, and how to play Ahri with this build... I plan to polish this whenever I have the time. Sorry. :(


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Pros and Cons of Ahri

Pros
    Good burst
    OP in mid lane when played right
    Good survivability if your ultimate is up and you have Rylai's
    Ridiculous AP carry if you dominate mid lane during mid game and part of late game.
    Unique CC with her E
Cons
    Squishy. Really really squishy. Very easily shut down if you don't build some defensive items.
    If you can't land your Q, its very hard to harass.
    If you can't land your E, it might be hard to set up the rest of your combo.


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Masteries

Oh jesus. BBcoding sucks.

Masteries
1/5
4/1
4/5
1/1
3/5
4/1
4/
1/
3/5
1/1
4/1

For masteries, I run 22/0/8. Ahri has good damage and I don't go in to the defensive tree because if you live, you should've lived, if you die, you should've died. The defensive tree doesn't improve your survivability by an amount I think is efficient enough to use mastery points on. The movement speed in utility will help you dodge skill shot champions and just make you more mobile throughout the game.

P.S. I said BB coding sucks 'cause I did the masteries without the copy link thing because I didn't know you could do that... I went through A LOT of trial and error...


Guide Top

Runes

Standard for AP casters. Great for all of Ahri's spells. Overall, just take it.




I take health runes instead of the standard armor runes because health helps with magic and attack damage foes. When in ranked, middle lane is expected to be AP, but sometimes may be AD. In both situations, health helps. Although, I would recommend armor runes if you don't have the money for health runes as they are expensive.



Good for your MR. Champions don't scale MR usually. Kassadin is one of those unique champions that scales MR as he levels. Personally I take AP/level runes just for some more end game damage but I have learned well of Ahri's survival capabilities.


Guide Top

Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This will help your farm immensely. Your Q will have a great amount of damage for those minions waves. Now, I like to balance my Fox Fire and my Charm, but you may do whatever you want. It's based on preference. You can maximize Charm before Fox Fire for a longer CC or you can maximize Fox Fire faster for more damage.


Guide Top

Item Build for Nuke

Your First items should be a Meki Pendant and 2 Health Potions. This will help your sustain in the lane. If you want you can run an Amplifying Tome and a Mana or Health potion if your comfortable in utilizing her passive correctly.
You should have quite a bit of gold when you get back. If you played Ahri to her fullest extent, you should be at lvl 6-8 with a kill. If not, slowly build up to a Fiendish Codex, Boots, and an Amplifying Tome whenever you can. If you have the kill and good minion farm, buy those or a Blasting Wand in place of the Tome. Maybe even a Giant's Belt if your fed enough. Sometimes you won't have enough for the Amplifying Tome and you should just save up for a Giant's Belt.
Alright, you should DEFINITELY have a kill now... You want to build your boots, which are dependent on the situation, finish your Fiendish Codex into a Morello's Evil Tome and then a Rylai's Crystal Scepter.
Now you want some defense to top off the extra HP you got from Rylai's Crystal Scepter. You either want to build a Zhonya's Hourglass or an Abyssal Scepter. If the other team has more Attack Damage, build Zhonya's Hourglass Armor. If the other team has more Ability Powered champions, build an Abyssal Scepter for MR. After that build the other you didn't build unless the other team's other damage source you didn't build for is being completely dominated. Then build a Rabadan's Deathcap or maybe a Will of the Ancients for some Spell Vamp.
Your last item is really up too you. With the items I've already stated you will be pretty tanky. I usually build a Rabadan's Deathcap to compliment my pretty decent Ability Power. You may build whatever you like though. I'm not sure what to suggest really because usually my games don't last this long. The only items you DON'T need, are items that give attack damage, attack speed, critical chance, or armor penetration.