Ahri Build Guide by Rys Aberdeen

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League of Legends Build Guide Author Rys Aberdeen

Ahriily Good Guide: A Rys Aberdeen Guide

Rys Aberdeen Last updated on June 18, 2012
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by ArcaneMagic » December 21, 2011 10:47pm | Report

VOTED +1

Good job! Thanks tried it out and slayed


"If you are going through hell keep going" Winston Churchill
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by MrMcpwn » December 21, 2011 11:00pm | Report

the only suggestion i would make, correct me if im wrong, is that per lvl mana seals allow way more lane sustain then flat.. give it a shot and see what you think.. :)

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by costalot2k » December 21, 2011 11:12pm | Report

hey rys... your utility mastery is messed up... you need 3 points in expanded mind in order to put point into meditation

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by 223112 » December 21, 2011 11:37pm | Report

VOTED +1

Awesome guide, i dont even have ahri but i decided to save up now since your guide is so inspiring. Cant wait to try.

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by Imitate » December 22, 2011 1:19am | Report

Nice guide :)


hi
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by Imitate » December 22, 2011 1:24am | Report

VOTED +1

Easy to read and is really well laid out :)


hi
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by Stonesie » December 22, 2011 1:48am | Report

VOTED +1

thanks :)

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by Blakhart » December 22, 2011 1:54am | Report

Keep in mind, that this is my first full length review, and I am
in no way, an expert on Ahri. I will be basing my critique
on what I know as a player and how most champions of the similar
sort are played in the current meta. Furthermore, let the record
show that most of the suggestions I make are mostly my opinion
and do have validity in the game in general.

Cheat sheet thoughts:


Magic pen Marks are good, and standard.

Seals should be per level, or hp per level due to
fact that she has low base hp and scaling, and that the
mana regen per level out do the flats by a good amount pretty
soon.

Glyphs should be per level, since they out do flats by
level 6 or 9, so pretty fast.

skill order is personal choice, but you should consider
looking into maxing your Orb of Deception
accordingly.

Ahri is a mana hungry *****, might I suggest starting
with 2 Health Potions and 1 Mana Potion.
You really don't need the spell vamp at all. An early
Catalyst the Protector would be much more suitable.

You've got waaayyy too many items for the cheat sheet,
you may want to narrow that down a bit. Also, your spot
for Will of the Ancients is way too far back. That
item's stats are far too grand to pass up in team fights.

Masteries are another personal choice, but may I suggest
something more offensive as well as defensive?
21/9/0 would be great.
I hope this makes sense:
Offense:
1-0-3-0
0-4-0
0-0-1-3
0-0-4
0-4-1
1

Defense:
0-2-2-0
4-0
0-1-0-0

Intro:


I really like this, as well as how you explained the
spell vamp aspect of it.

Pros/Cons:


The alignment here seems a little off, but don't worry I can't
get that to work either.

Base Stats:


This is pretty cool, but I would love if you could expand a
little on it and show the level 18 stats.

Summoner Spells:


Exhaust/Ignite... Very intersting. Although you sacrifice utility
for major offense, you did list viable alternatives, and that is
very acceptable :)

Masteries:


Your cheat sheet shows 21/0/9 whilst the numbers in your Mastery
section claim 21/9/0. The hp per level and flat hp are much
better for Ahri insted of the extra resistances and hp regen.

There's a space missing between "in" and "offense"

I noticed you made an alternative mastery section for normals,
but you may want to emphasize that it is specifically for normals.

Runes:


You have images of runes built more for an AD type champ...
Reason?

You may want to provide other runes in each category, to really
explanin other ways to explore Ahri.

Skills:



You might want to elaborate uses of her passive, as well as the
con side to it. 35% spell vamp early on is terrible early on, and
you might want to explain the best use of it. Even I have issues
on when to use it and this can seperate good Ahri's from not
as good ones.

Do not list Charm as an initiate! You are a mage, and therefore
should be played as one. Let your tactical initiator do that, then
follow up on said initiate and do your dirty work.

Skilling Sequence:



Emphasize which is for ranked, and which is for normals :)
But, maxing Fox Fire is a debatable. Ahri actually has the
kind of kit that requires the knowledge of how to make situational
decisions. Do you want to deal a little more damage? Or do you want
to have a longer crowd control for your allies?
Just something to think about.

Starting Items:



See above, where I talked about potions.

Mid Game Items:



No Banshee's Veil?
It seems you focus so much on offense, you have no defense :/
Gotta keep stuff like that in mind.

Magis Resist Returns:



Descriptions to people who don't understand this would be
very rewarding.

Magic Pen Discussion:



You are missing some [ [ insert names here ] ]. Those will help
your new player readers correlate what those things are.

Very good points, and congrats on working out all the numbers ^^

Late Game Items:



Great options, but perhaps leave an opening for other items that
may be beneficial to certain situations?
Missing some [ [ insert names here ] ].
Also, under Void Staff you missed a bracket and the
capitalization of the "S" in "Staff" making it not show what it
is.

Morello's Vs Deathfire:



Great section, but I'm not sure if it pertains to anything absolutely
necessary with the guide. Up to you, but a nice section overall.

Early Game Tactics:



Your enemy is sitting there pushing the lane, and making it difficult
for you to harass, or even get any farm. What do?
Your enemy is not only harassing you, but also out farming you.
What do?

Mid-Late Game Tactics:



You feel you can 1v1 an enemy, and he ends up with 2 other guys
that just flew out of his *** and they CC the F**k out of you.
What do? Also, you should maybe separate Ranked gameplay from
Normal gameplay. "Comboing Charm with
Spirit Rush makes turret diving easy."
NO NO NO NO NO NO NO!!!! If you are in ranked play, you do NOT
make stupid decisions as turret diving. That's just asking
to be a feeder.

3v3 Tips and Tricks:



Skipping this since I don't do 3s xD


The warding section is a little out dated to be honest.
For example, when warding down bot, you don't put your ward at
the edge of the bush, you put it further so you can see if they
go into the pathways to get to you easier.


After reading through this guide, I felt a little more informed
on the theories of playing Ahri, but because she is still so
new, I just don't feel that this is the best way to build her yet.
Over time, and experience, I believe this guide will change and
be much more in the mindset of Ahri and really teach players
how to use this marvelous assassin.
I felt that this was a very informative read, and so far give it a 7/10
I just feel that there's something lacking, and that something can only be revealed in time.
Good luck with the guide Rhys, and good work. I can definitely see the effort put into this, and I do not mean for this review to discredit that at all ^_^



Thanks to The_Nameless_Bard for my awesome Sig
Did I help you, or do anything you really liked? Press that +rep button for me :D
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by Persecutor » December 22, 2011 2:17am | Report

VOTED +1

great guide :) thx

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by misskate » December 22, 2011 2:40am | Report

bad masteries

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