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Ahri Build Guide by ronyi245

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 ronyi245

Ahri - The Fox on Fire

ronyi245 Last updated on June 30, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


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Introduction

Hi everyone, I'm r0ny0, and this is my Ahri guide. This is my first guide what I upload to MobaFire. I played quite much with Ahri in the past few months, and I felt like I should share the build with you what I use for her.
In my opinion Ahri is a great champion, because, she can deal a "tons of damage" and if you need to flee from the battle, her ultimate Spirit Rush will help you out.

And I would like to say thanks to JhoiJhoi! Her epic guide can be found here!


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Pros/Cons

spaaaaaaace
Pros


+ Deals great damage.
+ She got a CC.
+ With Ultimate you can escape, or last hit.
+ She can gank really effectively
+ Her ablities can go throw minions.
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Cons


- Really squishy.
- Need early kills to be effective in lategame
- Most abilities are skill-shots
- She get OOM really fast, in early game


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Masteries

Masteries
1/5
4/1
1/1
4/5
1/5
1/1
3/1
1/1
4/
1/
1/5
3/5
2/1
3/5
For masteries, I aim on dealing as much damage as I can. So I don't take any Armor or Magic Resist in the masteries tree.
While I take Ignite and Flash, I put a point:
for the 5AP till Ignite is on CD.
for the 15 seconds CD reduction for Flash.
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Everything else is aiming on AP, Magic Penetration, and a little for Speed. With the Boots of Speed you will have about 365 MovementSpeed at the start of the game.


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Items

Core Items

If you play well you won't run out of mana, and your jungle isn't manahungry, then you can get the BlueBuff from the 7th minute, and then you will be able to spam your Q , to get rid of your opponent on the lane.

Starting Items

As I said with the Boots of Speed and the masteries you will be very fast, and you will be able to avoid the enemy's skillshots.
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With 3 of the Health Potions you will be able to stay at the lane for a longer time, and get more CS's.
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Early Game Items

I think this is better than the Hextech Revolver, because you will get 35% SpellVamp from your Passive Essence Theft
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It can sound really strange, that Rabadon's Deathcap is an early game item in my build, but if you got a good jungler, he will grant u the kills, and you will be able to get the Rabadon's Deathcap around the 18th minute.
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After you get the Rabadon's Deathcap, you will have enough AP to kill the minion waves easly, to get more gold. And after that you can rush for the Hextech Revolver to get more SpellVamp and to let you stay on the lane for a much longer time.
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Mid Game Items

So in the Mid Game you will have to concentrate on ganks, and teamfights. So if you can buy Giant's Belt but if not buy the other pieces for the Rylai's Crystal Scepter. But if you can't buy the Giant's Belt stay behind your tanks/offtanks.
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This item will grant you more SpellVamp for you and for your team as well, and a little more AP.
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Finishing Touches

You will have several choices, with the late game items, I just give you some advice for what to buy, but it's really depends from your team, and from your opponent's.
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This will grant you 80 AP, plus 40% Magic Penetration, so if the enemy got magic resist, this item will be the winner. Because with the Sorcerer's Shoes and with the Void Staff, they will be easy to kill, even the tanks.
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This is a very risky item, if you can reach the 20 stacks, Mejai's Soulstealer will give you 160 AP and 20% CD Reduction. But you need to play very well, and you need to care not to die, with the this item, because you will lose 1/3 of your current stacks.
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This item is better than the Void Staff, if the enemy got less than 90-100 Magic Resist. Because this will give you survivability, will decrease their Magic Resist by 20, and a fair amount of AP
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With this item, you will get some HP, and a little AP. But the most important is, that you get an overtime damage, what is similar too Brand's Blaze, 2% of their current health, over 3 seconds.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Ability Power
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3
For the runes I follow the same rule of the masteries, and my whole gameplay. So in my opinion the runes are for the early game advantage. And I play really aggressively, but only using my combo, when the jungler comes to gank, or when the enemy is on half of his HP.
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So for the Marks I take Greater Mark of Magic Penetration which will give you 9 Magic Penetration at the starting. Like this, you will ignore his staring MR if he brings some.
And then I take for every slot flat AP runes. With that, you will have 38 starting AP with the Boots of Speed.
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If you didn't get used to Ahri's Skillshots, you can take Greater Seal of Mana Regeneration for the extra mana regeneration to be able to "spam" the ablities.
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Phil Collins suggested, that instead of only flat AP runes, you should have get for the glyphs, Greater Glyph of Cooldown Reduction for CD Reduction.
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Other Viable Rune are:


Greater Glyph of Magic Resist for a little Magic Resist, or Greater Glyph of Scaling Magic Resist for the same effect,but this growing per level.
And because that Ahri is and AP caster she got really low armor (11) so with Greater Seal of Armor you could come out from ganks, with a little more HP.
In Season3 I started to use Greater Glyph of Scaling Ability Power, what turned out pretty good for me. After level 5 it start to have more advantages than his brother Greater Glyph of Ability Power what gives you only flat AP.


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Ability Explanation

Space
This is Ahri's passive, when you use your one of your abilites, and hit the target, you will gain charges, upon reaching 9 charges, Ahri's next ability will give her 35% SpellVamp. And you can use it to analyze the brushes, if it counting up, there's someone in the brush, you don't need to facecheck.
Space
This is your poking spell, you have to max it first, because of it's passive, which is when you send it, it will deal magic damage, but when it comes back to you, it will deal TRUE damage, ignoring any kind of armor.
Space
This is a great spell, this combined with Charm or with Spirit Rush you will take the half of the enemy's HP. Because, if it hits the same target 3 times it deals some bonus damage.
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The best ever CC what I ever saw. It got a fairly big range, so you are able to pull out someone from under his turret without being hit by the turret. The best is that, the enemy can't do anything, so it is like a taunt, but better, because they won't hit you with basic attacks, only following you.
Space
An escape mechanism, and a last hitting ability. You can cast it 3 times, before it's going on cooldown and it can save you from ganks. You can pass throw walls, with it, and you've got 10 seconds after each activation to activate again. So you can go throw, then back if they used Flash to catch you. And also deals some damage, you can turret dive to obtain the kill and get to safety.
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Skill Sequence/Combo

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
It doesn't matter what you take for first, it will depend from you're going to invade the enemy jungler, or so. The most important is that, if you reach level 3 you need to have all the 3 skills. From there, max Orb of Deception(Q) and then Fox-Fire(W). Put a point on your Ultimate Spirit Rush every time you can, and leave Charm(E) on level 1. Because you will use it as a CC and doesn't deal lots of damage.

When you are 1v1ing on your lane, try to start with Charm, this will prevent the enemy from "kick you out" from you combo. And then just hit him with Orb of Deception(what is way easier when the enemy is moving on one line) and when nothing is between you and your target, press (W) Fox-Fire.

**IMPORTANT: Use this combo, when your enemy is on half of his HP or your jungler is ganking, because without the Blue buff, you will have to go back to regenerate your mana, or you can stay to farm minions.

Otherwise just poke him with Orb of Deception and try to hit the enemy with the end of the ball.Because like this, he won't be able to avoid the True Damage.

If you aren't out of mana after your combo, get close to the fleeing enemy with Spirit Rush, and when Fox-Fire available jump again on the enemy and press the (W) at the same time to be sure that you will kill him.

In team fights try to be behind your tanks. Never start the fight, just harass them from the back. And when they are running away, use your Spirit Rush + Fox-Fire combo. And always target the squishy targets.

After reaching level 6 you HAVE to go to other lanes, and gank. Always warn your teammate, that you are going to gank that lane. With Spirit Rush the fight's outcome can't be good for the enemy.(2v1, and if he starts running you just jump after him on an empty place and press (W) Fox-Fire to deal "tons of damage")


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Summoner Spells

For Summoner Spells I take:

The Flash is good to avoid ganks, or close the gap between you and the enemy, to land a Charm if your Spirit Rush is on CoolDown.
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Ignite is a good choice, because you can prevent the enemy support/AD Carry to gain as much heal as they want,because Ignite make the healing amount 50% less. On the other hand, it's a good finishing spell, for fleeing enemy on low HP.

Other Viable Summoner Spells:

Ghost is a great way to chase down enemies, and got lower cooldown than the Flash, but it can't save you from ganks, as much as the Flash.
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Clarity is really good for those, who didn't get used to the AP casters slow attack speed, and low attack damage, and only can farm with the abilities. Clarity helps you stay longer on a lane, but it's only effective in the Early Game, later you won't have any mana issues.
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Teleport is great to get back to the lane after recalling, or a fast gank when teleported on a ward in the brush. But it's got really long cooldown, and you need to sacrifice your Flash or Ignite for 1 gank or a fast return to the lane.
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ExhaustBecause of your Ultimate you don't need to slow down the chased enemy, and with the runes, and masteries you will have enough Magic Penetration to kill him.


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Photos, and Stats


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Summary

Thank you for reading my guide, I hope you enjoyed it.
In Summary Ahri is a great champion, with great mobility and high damage. I can only suggest her every AP caster, those who love the speed, and the "cute animals".
And I would like to ask you to send me pictures about your games, if you used my guide, and I'll put it in the guide.
Please leave a positive and/or constructive comment. I appreciate it.

And again Thanks to JhoiJhoi! Who helped me so much how to write this guide, and for some separator image! Hre guide can be find here


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Changelog

#2012.05.30. added photos, and Greater Glyph of Cooldown Reduction and Greater Seal of Armor
#2012.06.30. updated to Season3, added Greater Glyph of Scaling Ability Power, and items section.