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 MrMcpwn » December 22, 2011 9:58am | Report

To blakhart: I see were you are going with all the survive ability you suggest on the hp and hp per lvl armour, and magic resist, but you said it yourself she is a mana hungry *****.. why focus on the hp and other stated, when you are playing a ranged nuke(who should never be out of position)that needs mana. The best way to build any champion is on the champions strengths, not their weaknesses (although stacking mana regen is building on a weakness, it is made up for with the ability to use her strengths). Having said, that is enough to keep your enemy thinking you may kill them if they get to close. The masteries he has set up are perfect, we obviously know there is a glitch or mess up but we should all be able to put it together. The game has been out long enough. Yes the warding is a bit out of date but people should be able to do what they are comfortable with. These guilds are mearly suggestions not the clear cut line on how to play the champion. Also a comment on your per lvl ability power. I know that the flat is way better then per lvl due to the more dmg output early on, and the only way per lvl is better is if you are stacking per lvl seals as well(credit to BubbaRay for that comment). But like I said these are just suggestions... Other then that nice review. Hope you don't feel I tried cutting you down
MrMcpwn

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by Expected » December 22, 2011 10:11am | Report

You need to fix ur mastery you can't get Meditation in Utility tree without 3 points in expanded mind.


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by Blakhart » December 22, 2011 9:49pm | Report

MrMcpwn wrote:

To blakhart: I see were you are going with all the survive ability you suggest on the hp and hp per lvl armour, and magic resist, but you said it yourself she is a mana hungry *****.. why focus on the hp and other stated, when you are playing a ranged nuke(who should never be out of position)that needs mana. The best way to build any champion is on the champions strengths, not their weaknesses (although stacking mana regen is building on a weakness, it is made up for with the ability to use her strengths). Having said, that is enough to keep your enemy thinking you may kill them if they get to close. The masteries he has set up are perfect, we obviously know there is a glitch or mess up but we should all be able to put it together. The game has been out long enough. Yes the warding is a bit out of date but people should be able to do what they are comfortable with. These guilds are mearly suggestions not the clear cut line on how to play the champion. Also a comment on your per lvl ability power. I know that the flat is way better then per lvl due to the more dmg output early on, and the only way per lvl is better is if you are stacking per lvl seals as well(credit to BubbaRay for that comment). But like I said these are just suggestions... Other then that nice review. Hope you don't feel I tried cutting you down
MrMcpwn


Well for starters, I take no offense to your counter argument at all, and you bring up some
valid points.
But on the topic of survivability, it needs to be understood that you need resistances
in order to have sustained damage output, especially as an ap carry.

Also, if you focus on offenses and increasing only the strengths of a champion your weaknesses
will be exploited by your enemies. Also, mana items are relatively inexpensive, making it easy
to get those, and fixing any mana issues she has, allowing room for defensive items.
All this talk about getting kills, but when it comes down to it, farm and dragon control are
far more important than a few measely kills. Grats, you went 21/2/9, but with how much cs?
If you want a 90% chance of winning, then forget kills, just farm and maintain dragon control.

As for the runes, Ap per level will out do the flats by level 6... and then give you more later.
I think i'll take my chances with per levels, especially since I already have quite a bit of ap
from my quints and masteries. Getting ap per level seals is the WORSE thing you could do. Even
getting armor would be more beneficial. The point of runes is to get the best stats out of them
as possible, and just 'cause Phreak said he takes ap per level seals, doesn't mean you should ;)

Lastly, tes I realize his ward section is slightly out of date, but i'm not holding it
against him or anything.



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 Oharris » December 23, 2011 3:39am | Report

why do you think that late game is better without the boots?I dont like the risk :(.Also arent the 2 defence items(zonyas hourglass and Guardian Angel) a little too much?I would realy prefer a rabandon instead;)



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by SingerOfTheFall » December 23, 2011 7:41am | Report

You should put "cute" in her Pros much higher! =) I mean, she has a pretty face, nice boobs, and she's a fox-girl!!!!!! Really, how awesome is that!


Please take a look at my brand new in-depth Sejuani guide!

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by LoL_EU » December 23, 2011 8:20am | Report

Ehm this includes the same mistakes included in your Fizz guide. This time I might downvote though.

First off I believe that starting off with a Dorans Ring, then building movement 1 boots and buying a 2nd Dorans is a far better start than starting off w/ Boots and 3 pots mid lane. With Arih you really don't need the pots. Should you currently having health-issues (even tho your Q heals) you're doing something wrong. Arih does not need more sustain in lane than she already has with her heal. I just don't agree with your idea of starting off mid AP champs with boots 3 pots.

Then, as with the Fizz guide - 9/0/21 is still the better setup for MID APs. More CDr as you get both the bonuses from the offense and the utility tree. Summoner spell CDs, movementspeed and the 5% additional experience are so worth it. I always toast the offense-specced casters mid lane as it helps so much getting that OP ulti of hers a couple minions before your opponent does.

And last but not least I disagree with Hextec/Sceptre before Deathcap. Doub/Trip Dorans and then rushing DC is great on Arih.

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by STOPS » December 23, 2011 9:45am | Report

Too many items that focus on survivability and no AP (in my opinion). I would replace quicksilver sash with Cleanse or something if you're that worried about getting CC raped. Also the hp potions at start would be better suited as 2 mana potions, as she runs out of it quick and also has a passive spellvamp, which can heal as much as a potion in one go (if aimed correctly). Otherwise, good job!

My guide has high survivability as well with a little bit more AP! Feel free to look it up and check it out for reference.

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by marxmann » December 23, 2011 1:43pm | Report

cool build, I would recommend finishing Will Of the ancients right away instead of putting it off, its only 900 somethin and it greatly helps specially with her passive.


Give my a chance! or Help Save the Fizhes! Comments to help me improved are more than welcome ^_^
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by Ahrirocks121 » December 23, 2011 3:16pm | Report

Bad

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by Nerun » December 23, 2011 5:28pm | Report

VERY nice guide, though it was big, the reading didn't make me get tired at all, very on the other hand, I was done before I realised ^^

I must, in fact, agree to Deathfire Grasp being better than Morello's Evil Tome, though some people have problems with active skills, you see :P and sometimes, it's just that extra 5% CDr taht saves you here and there, and... well you just cant allow yourself to die because of 5%, right? :P Anyways, upvoted ^^ you REALLY put some gret effort here


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