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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Help With the Build
I build her as an AP Assassin.
I find this build to be the most effective in overcoming you low health throughout the game and maximizing your burst potential.
This build will offer:
- A 1500 Elo player’s advice on ranked play
- An aesthetically pleasing guide
- Some good in-depth information
Special thanks to:
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
JhoiJhoi - For the line dividers. Check out her Guide to Making Guides
LGBomber - For help with the build...
Indignant Soul - For some great discussion on Magic Pen
Singer of the Fall - For some good criticism and discussion on Magic Pen
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Pros
+ Extremely overpowered at the moment + Amazing burst damage without very little delay on casting spells + Good mobility with Ultimate makes for a great turret diver + Being a champ that must remain close to the targets she is perfect for Lich Bane + A ranged taunt... + Cute. |
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Cons
- Very low base health all game - Until lvl 6 has no escape mech unless you take a utility summoner spell such as Flash or Ghost - Weak harass early game because of short range, fox fire will target minions - While she can initiate with Charm she must enter after the enemy team has blown CC - Naruto in disguise |
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// She is very similar to Fizz in my opinion because she deals burst damage in a similar way and needs to be within a short range of her opponent. She also has CC similar to Chum the Waters and her ultimate is similar to Playful / Trickster. She excels in dealing burst damage from close range. She can also use her charm to initiate teamfights. Once a team fight begins, however she must blend with her team and only go in to finish kills once you feel confident that you can outburst the enemies before they kill you.
// You can see that many cons that I listed do not really apply to late game. Her burst damage coupled with the sustained damage she offers late game is second to none and if you play her right, there is no need for spell vamp or extra health to play effectively and help your team. Simply activate your abilities when enemy team is low and proceed to dance around them till they die.
These summoner spells should be your common picks because I think that they fit Ahri best. This is just my opinion and thus I also have a list of viable summoner spells that I will also explain to you after I explain to you what the recommended summoner spells are and why they should be common picks.
sp | Exhaust: This spell will save peoples lives and win ganks. It may save you or it may save a teammate but it really comes in handy. It lowers damage output and Movement speed, which helps you to solo an enemy, or keep your team safe during a teamfight. It will also give some good CC during ganks. The fact that this ability can only target one enemy and only allows you to neutralize a target for 2 seconds is quite useful In a 1v1 situation. Normally you should only enter if the enemy is around 50% but if you have Exhaust you can go in if theyre about 65%. With little sustained CC Charm having something to follow charm up with can prove very useful. | sp |
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Ignite: This is a great addition to early game burst damage. Any time an enemy is able to escape your range is not safe yet. Not to mention early game mana may be more of an issue than expected and when it comes to finishing a chase kill, sometimes, whether due to mobility or simply going OOM. Also adds to burst damage overall and will also give the psychological advantage of fear. If an enemy sees their health depleting while flashing red from the ignite it is much more difficult to decide to attack an opponent. This works in your favor because despite Ahri's insane burst damage, if the enemy turned to attack you before they died, they could deal a fair amount of damage. Ignite is a spell that is situational and should always be taken against a healing team. Generally though its personal preference and can be switched or Exhaust or Flash. |
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sp | Flash: This spell is great for ganking and escaping. Good summoner. Once Spirit Rush is on CD Ahri has no real escape mechs. Ghost will help you outrun enemies but you are still vulnerable while in thier range. Flash will allow you make a complete escape by going through a wall. It can also be used to pull off successful early game turret dives. The problem here is the CD. It is perhaps the longest of all summoner spells or at least feels like it with also very little uses on Ahri. When iniating it adds no bonus, when DPS'ing it add no bonus, only in escape will it be helpful. | sp |
sp | Cleanse: Good summoner as CC usually means death in a ranked game. Docent see much use because of its lack of utility but I would recommend dropping an aggressive summoner spell in most situations if you can tell the enemy team is composed of hard CC champions like Sion. They spell certain death for Ahri. | sp |
I take 21 points in offence and 9 in defence for a few important reasons.
The early game damage from offensive masteries and 6% bonus on low health targets is very good on Ahri. Not only does Mental Force and Blast give AP to Ahri's four ratios (one on each ability) you will gain the ability (or perk) Executioner . This is crucial to Ahri due to the nature of her playstyle. Considering most of your kills will be carried out on targets below 50% HP the 6% bonus damage on targets below 30% will be very helpful. As a personal preference I take Exhaust and Ignite to help me take early game lane control and secure kills. As such Summoner's Wrath gives me the greatest returns for a skill point. Havoc is more of a transition perk to allow us access to the higher level masteries available. As an AP assasin you cannot really go wrong with 21 points in the offence tree.
To those who are partial to utility, consider the fact that the spell vamp and mobility will mean nothing without the offensive power to back them up. Hardiness gives strong early game survivability against minion aggro and enemy auto attacks, whether they are Lux or Tryndamere. Resistance Offers more of a late game advantage against AP carries who will try to stop you from casting spells by killing you before you can click. Personally I find Vigor a nececitty in the lane. Especailly when I start with 3 pots, my constant health regen discourages the opponents harass and allows me to continue staying in range of my opponent without getting forced out of lane.
This is an alternate route I sometimes take. I like to take this in normal game when I feel I can dominate my lane without the added survivability and I need more mana. Strong choice with spell vamp quints adding up to around 7% spell vamp at the start and the bonus mana regen is quite invaluable in lane, especially when combined with her passive Essenceu Theftu. Also if you find yourself in need of blue buff often Runic Affinity works wonders.
Runes
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Soul Eater: // Ahri gains a charge of Soul Eater 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. Not really a game breaker. Can be used to exchange harass without taking damage and offers some basic sustain at the game start.
Orb of Deception: // Ahri sends out her orb, dealing 40/65/90/115/140 (+0.33) magic damage, and pulls it back dealing 40/65/90/115/140 (+0.33) True damage. Cost 60/65/70/75/80 Mana. Range 880.
- // An early point is key for harass because it is the only ability that can path through minions
- // True damage will greatly increase in effectiveness late game, so use on tanks if needed
- // Hard to hit both ways so best comboed with Charm
- // Max this second for best DPS
- // Does not lose damage based on number of targets hit
- // You can move and have it hit all targets on your way back, meaning once you toss it out you can reposition to hit all members of the enemy team.
Fox-Fire: // Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies. Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+0.38) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/140/200/260/320 (+0.75)]. Cost 60 Mana. Range 800.
- // Best overall source of damage, especially in a team fight.
- // Good for use in conjunction with Essenceu Theftu
- // Will target minions first making it very difficult to land in lane
- // Best used in combination with Charm to land all three orbs as well as Orb of Deception
- // Remember this spell gives mobility, you can cast it without any channeling time or delay so its great to activate while chasing because you wont lose distance at all. You can also use this to your advantage when avoiding enemy aggro, simply run close to enemies while dashing with spirit dash to maintain maximum mobility and damage.
Charm: // Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).Cost 50/65/80/95/110 Mana. Range 975.
- // Great for initiation, because of its long range and the fact that it draws enemies near, you can initiate with this, allow your tank to blow his hard CC then have this off CD by the time you are executing your combo
- // Try to land this whenever possible because it will allow you to land your other abilities more easily
- // Easier to land this skillshot from a bush
- // In 3v3, take this first when ganking the bottom bush or middle bushes.
- // Initiate a turret dive with this to draw your enemy away from their turret a bit
- // Try to draw you enemy into your minions early game for some massive damage.
Spirit Rush : // Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown. Cost 100 Mana. Range 450.
- // Keep mobile with this ability and auto attack. There is no point dashing around an enemy consecutively because you will be moving much faster. Dash towards them and keep autoattacking till they are out of range then proceed to dash again.
- // Careful because you can still be CC'ed whilst in this form
- // If needed you can use this for positioning to draw a far away enemy towards your team by pulling some dashes then landing a Charm
- // Can go through almost any walls very easily
- // Dont activate one after the other ASAP because orbs take time to discharge
- // Can be used to take down low health targets while avoiding taking damage from them by dashing around rapidly.
- // Cooldown is very short so dont be afraid to use it as an escape
- // Try to keep distance with this ability
- // Turret dive like a boss with the dashes and Charm
EDIT: It has come to my attention that this skill sequence can be better than maxing Fox-Fire first. This is because orb of deception will allow you to clear the minion waves faster, with less mana, and heal more off your passive. If you position yourself correctly it can also do more damage in teamfights.
I prefer to take an early point in Orb of Deception because otherwise its impossible to harass in the early laning phase (or at least difficult). I follow with a point in my other two spells should I be given the opportunity to land a combo. I generally max Fox-Fire first because the overall damage given is the highest. When the damage debuff applied against one target is applied, it offers the most overall damage. Also it gives me mobility when I cast so I dont have to leave myself vulnerable channelling for even a second. Second I like to max Q Orb of Deception because as the game goes and people build MR, the true damage will become more and more useful. Charm is a GREAT spell but it does not increase very much as it gains levels and so one point in it is usually enough. I max it last.
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Magic Penetration is generally better to get than AP on Ahri.
Explaination:
Orb of Deception's AP ratio is 33%.
Fox-Fire's AP ratio is 38%.
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 30%.
Notice a pattern?
What this means is that only approximately 30% of the AP you spend money on actually goes towards your skill's damage!
So there's no real need for Ahri to rush a Rabadon's Deathcap (or technically even build one at all) because 70% IS GOING TO BE WASTED ANYWAYS!
So what does one do if builing AP, which was originally the most straightforward way to raising your damage be relatively ineffective?
And it makes sense actually.
Building items such as Abyssal Mask and Void Staff not only give you this MPen, but it gives you AP as well (albiet not as much as a Rabadon's Deathcap) while also providing important survivability and auras (in the case of Abyssal Scepter). This ensures you get more bang for your buck instead of just wasting money on pure AP items when over 70% of the effect is going to be wasted anyways!
Ahri will have:
182 AP
0 magic pen
No auras
Ashe will have:
About 23% magic damage reduction
754 HP you need to get rid of
No additional magic resist
Charm damage: 60 + 63.69 = 124~ -23%= 95.48 net damage
Orb of Deception damage: 90 + 60.06 = 150.06 - 23% = 115.5462 +150.06(true damage)= 260.6062 net damage
Fox-Fire damage: 80 + 136.5= 216.5 - 23% = 166.705 net damage
Spirit Rush damage: 300 + 163.8 = 463.8 - 23% = 357.126 net damage
Your total damage would be: 879.9172. Enough for it to be overkill on that poor Ashe
Situation B: Ahri rushes Abyssal Scepter and a Blasting Wand (roughly same price as a Rabadon's Deathcap except a little cheaper). Ashe remains as clueless as ever and doesn't get magic resist.
Ahri will have:
110 AP
-20 magic resist aura
+57 magic resist
Ashe will have:
About 9% magic resist
754 hp to get rid of
No additional magic resist
Charm damage: 60 + 38.5 = 98.5 - 9% = 89.635 net damage
Orb of Deception damage: 90 + 36.3 = 126.3 - 9% = 114.933 + 126.3(true damage) = 241.233 net damage
Fox-Fire damage: 80 + 82.5 = 162.5 - 9% = 147.42 net damage
Spirit Rush damage: 300 + 99 = 399 - 9% = 359.09 net damage
Total damage: 837.3779 Just a tad below straight AP.
"BUT SOUL, YOU JUST PROVED THAT MPEN IS LESS EFFECTIVE ON Ahri THAN Rabadon's Deathcap!"
Let's scale the situation into the mid game shall we?
Situation A: Ahri is building into straight AP, getting a Rod of Ages and a Rabadon's Deathcap by level 12. Ashe is still none the wiser and does not build herself an magic defense despite Ahri scoring two pentakills in five minutes.
Ahri will have:
260 AP
0 MPen (Let's assume she went with Mercury Treads)
No auras
SPACE Ashe will have:
23% magic defense
1307 hp to get rid of
An idiot controlling her
Charm damage: 120 + 91 = 211 - 21% = 162.47 net damage
Orb of Deception damage: 140 + 85.8 = 225.8 - 23% = 173.87 + 225.8(true damage) =
399.67 net damage
Fox-Fire damage: 80 + 195 = 275 - 23% = 211.75 net damage.
Spirit Rush damage: 420 + 78 = 498 - 23% = 383.46 net damage.
Total damage: 1157.35 damage. Notice that this is NOT enough to kill Ashe.
Situation B: arhi builds Abyssal Scepter, Morello's Evil Tome, and Will of the Ancients which roughly costs the same as a Rabadon's Deathcap + Rod of Ages.
Ahri will have:
210 AP total
-20 magic resist aura
+30 AP and +25% spell vamp aura
SPACE
Ashe will have:
9% spell resist
1307 health to get rid of
No idea what just happened
Charm damage: 120 + 73.5 = 193.5 - 9% = 176.085 net damage
Orb of Deception damage: 140 + 69.3 = 209.3 - 9% = 190.46 + 209.3(true damage)= 399.76 net damage
Fox-Fire damage: 80 + 157.5 = 237.5 - 9% = 216.13
Spirit Rush damage: 420 + 63 = 483 - 9%= 439.53
Total damage: 1231.50 damage, about 100 points higher than pure AP. It'll take about one or two auto attacks to finish off Ashe. However, what this build provies you with is more valuable than pure AP's because it provides you with:
Lifesteal
Magic resist
Cool down Reduction
Mana regeneration
And a team aura
Some Note About Mpen
First of all, the % penetration is applied LAST.
So if a target has 120 MR, and you have 20 flat MPen and 40% MPen, the resulting resistance will be (120 - 20) - 40% = 100 - 60 = 40.
True damage does not depend on anything at all, that's why it's true. No matter what resistances and penetrations are, the damage you will deal with Orb of Deception on the shpere's way back will always be the same as it says in skill description.
Flat magic penetration can reduce target's MR below zero, percentage penetration, obviously, can't. If target's MR is below zero, the target will take additional damage.
Let's say you fight a lvl 30 Ashe that has 30 MRes.
Let's also assume you have Arcane Knowledge in your masteries, no runes, a Haunting Guise and an Abyssal Scepter. This means you have 40 flat and 10% MPen.
First of all, you reduce her MR with your flat MPen which is 30 - 40 =-10 MR. Unfortunately, percentage MPen doesn't work with resistances below zero, so your Arcane Knowledge will not give any additional effect.
Now for some clarification
Orb of Deception's AP ratio is 33%.
Fox-Fire's AP ratio is 38%.
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 30%.
[b]I'd like to point our that if you are going to do math based on these AP ratios Ahri is apparently a really low damage champion. Instead use the real ap ratios? Calculate an abilitie's AP ratio by total damage it contributes to the ability not to one part of it.
Assuming you can hit with evrything this champ has relativeley normal AP ratios.[/b]
Orb of Deception's AP ratio is 66%. (You hit with it two times, 33*2)
Fox-Fire's AP ratio is 75%. (You hit with all 3 on 1 target, thats the only reason you'll ever want to rank this before charm)
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 90%. (3*30)
Now Look Closely
Technically these are true. But the math is still right.
Morello's Evil Tome
Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 20% cooldown reduction
Deathfire Grasp
Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.
These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, 5% less CDR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.
Especially in mid lane you want to be somewhat passive farming gold but harassing just enough to stop your opponent from being cocky. Ahri's AP ratios arent the greatest due the nature of them being multiple mini-spells within a spell ( Fox-Fire fires three orbs). Because of this you want to simply focus on farming minions for gold. It is not worth trying to get first blood early or ganking other lanes, risking death, farm, xp etc for an extra 100g. Gold that would otherwise be obtainable from a few minions anyway. Orb of Deception is great for last hitting multiple minions at the same time as poking the opponent. Whenever your Essenceu Theftu procs I recommend lining up a shot which will hit as many enemy units as possible. Try not to ruin your last hits by overusing your spells though, your main focus is your gold farm and you want to conserve your mana incase you need a gank or to escape. It may be difficult to line up an early game kill but all you need is your opponent to make two mistakes. If you can land one combo, the second should be enough to kill your opponent if you took Exhaust and Ignite.
While in lane though, its important to judge your opponents playstyle early on. Gauge their skill and decide how aggressive you want to be from there. Certain champions are very easy to be aggressive with before they hit level 6, so get in range and poke them. Then again there are many other AP mids have a lot more damaging spells at their use when compared with yours. Don't exchange harass with a Sion because they will always come out on top with their shield and stun. Especially in a duo lane you need to be especially careful when harassing.
When your jungler comes up to gank open up with Charm to buy your jungler some time to come into the lane. Whilst doing this lay down a Orb of Deception, preferably with Essenceu Theftu on proc. If the gank looks good, rush in with Fox-Fire and spirit dash and go for the kill. When being ganked quickly assess your best course of action. You will usually have some form of CC coming your way, so judge who is going to be doing that and use to leave them incapacitated whilst you flee with spirit dash, unless you can simply walk away.
If you feel aggressive and strong, you can take a single target, initiate with Charm and follow this up with a Orb of Deception, once the effect of the charm wears off, chase them with Spirit Rush whilst using Fox-Fire. Ahri is a very squishy champion and you are better off picking off an already weakened champion. As a general rule I prefer enemies at roughly 60% health, or a target that has thoroughly overextended. Its usually smarter not to do this though unless it's somelike like a super squishy underfarmed Teemo.
Ahri's role is the AP carry/assassin, therefore you should not be the first into the fight. This means you shouldnt run in first, you because you will probably get killed. If your team is looking for a fight, always wait for the tank/tanky bruiser to initiate before doing anything. Of course, this doesn't mean stand idle, poke at the enemy with when possible but don't rush in. That said, a good Charm onto an enemy squishy is an acceptable initiation and the only type of initiation Ahri is good for. In a teamfight shoot your Orb of Deception into the fray whenever you can. If a target becomes out of place, use your Charm to taunt them into your team for an easy kill. If they escape chase with Fox-Fire. If you are pulled into the enemy team or are caught out of place, use your Spirit Rush to escape. If you cannot return to your team, escape using Spirit Rush through any nearby terrain and retreat or return, which ever is safest.
Comboing Charm with Spirit Rush makes turret diving easy. I will post videos to show how but for now an explanation will suffice. If at your turret, try to wait for the minions to dwindle till only caster, then if you draw the opponent towards yourself you should get them in turret range. If they are under their tower, simply pace back and forth behind the minions, pull them with a Charm from around the minions, pull off a combo and finish them/escape with Spirit Rush
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Map Control: Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle. Getting Gold: Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time. Laning: Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill. Also be wary of your health as the lanes are smaller, you can be killed more easily. Now for Ahri. As Ahri it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. Catch your opponent offguard when the minions have dwindled for the best results. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Spell vamp is pretty good on this map considering theres less chance of getting bursted down and ignited. Getting an early Hextech Revolver will definitely help you win the early jungle fights. What to do at this point is simply push lanes with a partner if possible and help to take jungle creeps whenever you can. When Ahri really shines though is around lvl 6 because her burst is unavoidable and with your Spirit Rush you can kill an opponent no matter where they are. Simply move around the minions to land a charm and proceed to finish them off. You are a great initiator and Charm will usually be enough to start a teamfight in your favour. Because there are less people you will need to take more of the damage so try to stay in the teamfight as long as possible without dying. You arent so much of an AP assasin as a DPS caster. Try to tank a bit while staying long enough to heal off your spell vamp. Fox-Fire will help you to excel in teamfights as will Orb of Deception but the real priority should be ganking with Charm and using CC to ensure your kills. Other than that follow the other tips and you should be able to excel here. Also Void Staff usually is a good pick because people will stack MR fairly early. |
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Order of priority; Use Sight Ward and Vision Ward where necessary:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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