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Spells:
Clarity
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
I just want to first say thank you for viewing this build as this is my very first build for any game ever :). I am not very creative at all when making something like this so please bear with me. I Have played Ahri quite a few times now and have tried many builds on this site and while i did enjoy them I just never got the best of results from them, so I decided to tinker around with the items and I believe to have found an excellent build for her! I will keep this guide updated for as long as I am capable if you all like it and find it helpful. Please leave any good or bad criticism and let me know what you think should be improved and i shall update as necessary!
PROS
+ High Damage Potential
+ great Mobility
+ Strong and Unique Crowd Control/Initiation
+ Versatile
+ skills actually prioritize champs over minions
+ Excellent at farming with her skills
CONS
- mana hungry
- Item Dependent
- Squishy (but manageable)
- Low Base Movement Speed
- Can have difficulty getting last hits in
OK for my summoner spells I decide to go with clarity and ignite.
I go with clarity due to the fact that ahri is mana hungry with this build especially at the start of the game. with clarity in those times that mana is a must have right then just pop this and you will be good to go to finish your opponent. In essence Emergency mana replenishment when in need and you cant make it back to base.
I also use ignite for the reason that especially early game it helps kill off those champions that just run away at a moments notice or as soon as you hit them. There are many instances where this will come in handy not only to stunt healing but to get that last few hp damage for the kill as they run out of range. In essence it will prevent enemy from healing and will provide another piece of damage.
I go with clarity due to the fact that ahri is mana hungry with this build especially at the start of the game. with clarity in those times that mana is a must have right then just pop this and you will be good to go to finish your opponent. In essence Emergency mana replenishment when in need and you cant make it back to base.
I also use ignite for the reason that especially early game it helps kill off those champions that just run away at a moments notice or as soon as you hit them. There are many instances where this will come in handy not only to stunt healing but to get that last few hp damage for the kill as they run out of range. In essence it will prevent enemy from healing and will provide another piece of damage.
Since I am fairly newer to this game and never really messed with the runes except for going with other guides for builds I want to give all credit for this section to Arthzil. His guide is a staple point for mine and it is from his guide that I tweaked a few things to suit what I think needed to be added and changed for a better game,easier and more kills.
while I did go with the same runes he chose I myself like these selections and stick with them every match i use as they speak for there selves in usefulness.
Greater Quintessence of Potency - Edge early game, almost like having free Amplifying Tome,
Greater Mark of Insight - Standard AP carry marks, lowering your enemy Magic Resistance early game is the key to catching them off-guard,
Greater Seal of Replenishment - these will let you use your abilities more early game and will minimise mana issues,
Greater Glyph of Force - standard Glyps for AP carry, 28 AP @18 is well worth it.
while I did go with the same runes he chose I myself like these selections and stick with them every match i use as they speak for there selves in usefulness.
Greater Quintessence of Potency - Edge early game, almost like having free Amplifying Tome,
Greater Mark of Insight - Standard AP carry marks, lowering your enemy Magic Resistance early game is the key to catching them off-guard,
Greater Seal of Replenishment - these will let you use your abilities more early game and will minimise mana issues,
Greater Glyph of Force - standard Glyps for AP carry, 28 AP @18 is well worth it.
I build Ahri as the traditional 21/0/9 for a to maximize her Damage output, as well as grabbing the increased buff duration in the Utility Tree. Ahri is a Ranged Assassin, you are not required to be in the middle of the fight, and generally shouldn’t be. In cases where you find yourself in a position like that, you can Spirit Rush out easily. which is why i didn't spec anything in the defense tree.
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