Ahri General Guide by EliteCat
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.
AD Carry Ahri
Example Full End Build With Build Order
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.
I. Introduction to AD Carry Ahri
Today in this guide I will hopefully teach you guys and girls the ins and outs of AD Carry Ahri.
How can you play Ahri?
Ahri can be played in 2 different ways an AP Carry or a AD carry, but however my main focus in this guide is to show and teach you how to build AD Carry Ahri. AD Carry Ahri has amazing burst Orb of Deception and Fox-Fire, sustain with her passive Essence Theft and general lifesteal with Blade of the Ruined King and The Bloodthirster, and cc with her Charm .
II. Pros and Cons
- High burst
- High sustain
- Good cc
- Can confuse the opposing team
- Very squishy early game
- Can be easily bullied out of lane in early game
- Very mana hungry (can run out of mana really quick)
AD Carry Ahri
Greater Mark of Magic Penetration
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Greater Mark of Attack Damage(9): Greatly increases the damage of your basic attack.
Greater Seal of Armor(9): Greatly increases your overall armor towards other attack damage based champions.
Greater Glyph of Scaling Magic Resist(9): Greatly increases your overall magic resist just enough to survive other magic based champions.
Greater Quintessence of Attack Damage(3): Further boosts your basic attack damage.
AD Carry AhriOffensive Tree
Fury - 4 Points into fury can make a big difference between getting a kill or letting them get away. It also helps to further increase your harass potential.
Deadliness - Now 12 extra points of attack damage at level 18 may seem low but in the end and considering the fact that AD Carry Ahri is a very late game champion it is well worth it.
Havoc - 2 percent extra damage is very good at extra poke and harassing potential.
Weapon Expertise - Adds additional armor penetration to your basic attack (remember that Ahri is very much useless when her spells are on cooldown so additional basic damage is needed).
Lethality - Further increasing your critical strike damage can prove a kill or let them live to tell the story.
Brute Force - Brute Force gives you additional attack damage at the start to once again increase your poke and harassing potential in the lane.
Frenzy- Frenzy is another game changer. After landing a critical strike Frenzy increase your attack speed, which in turn will help increase your kill potential.
Sunder - Sunder is like a more beefy version of Weapon Expertise .
Executioner - Executioner provides that extra push need to finish off a target who is less then 50% health or potentially kill a target who is running away.
(note that the Frenzy talent skill is different from Volibear's skill)
Durability - 4 points into durability enhances your inlane potential for surviving brutal attacks.
Hardiness - 3 points into hardiness helps against the other AD Carry and the other attack damage champions attacks.
Resistance - Just 1 point helps against those pesky magic damage champions.
Veteran's Scars - Veteran's Scars once again helps keep you in lane longer.
V. Skill Order And Skill Details
Orb of Deception:
Cooldown: 7 Seconds
Cost: 70 / 75 / 80 / 85 / 90 mana per skill up
Orb of Deception is your bread and butter to using Ahri. Orb of Deception is a very powerful poke spell, simply because it causes magic damage as well as true damage. However the draw back to Orb of Deception is that the magic damage is cause by the initial orb hitting them and the true damage is caused by the orb returning to Ahri. The major set back to Orb of Deception is that its a skill shot and can be easily dodged. I like to max out Orb of Deception first as it is her main damage tool.
Cooldown: 12 seconds
Cost: 50 / 65 / 80 / 95 / 110 mana per skill up
Charm is Ahri's only cc mechanic. Charm can be both a good initiator or help in pulling escaping targets to Ahri and or even to her teammates. Charm should be used first in order fully succeed in landing Ahri's Orb of Deception. Charm can also be a lifesaver but pulling targets to you instead of having them hone in on more vulnerable teammates and potentially saving them. As part of Ahri's combo I max out Charm second.
Cooldown: 9 / 8 / 7 / 6 / 5 seconds per skill up
Cost: 60 mana
Fox-Fire is Ahri's burst mechanic. Upon using Fox-Fire, 3 small flaming orbs will appear around Ahri. After a short delay these orbs will lock onto a enemy champion and deal damage upon them, however there's a draw back to this. After each application of the orbs to the same target they will do increasingly less damage to the current target. As part of Ahri's last burst damage combo I max out Fox-Fire thirdly. (Note that Fox-Fire will always prioritize enemy champions).
Cooldown: 110 / 95 / 80
Cost: 100 mana
Spirit Rush is Ahri's ultimate and a very handy escape tool. Upon using Spirit Rush, Ahri will dash forward in the direction she is facing and fire off a bolt of essence energy prioritizing enemy champions. Spirit Rush can be cast up to 3 times before in a 10 second window before going on cooldown. Spirit Rush can be used as a very effective escape tool. Spirit Rush acts like a Flash but has a seemingly shorter distance then it. (Note that Spirit Rush cannot be used to jump over walls).
VI. Summoner Spells To Choose From
Recommended Summoner Spells:
Flash is a very good escape and kill mechanic for Ahri. Upon comboing it with her other abilities can be very effective at both securing kills and escaping from potential death or even ganks.
Ignite is one of the best spells in game that will help lock down those pesky targets that try and run away with little to no health.
Cleanse only take this if the enemy team is very CC heavy.
Optional Summoner Spells To Choose From
Exhaust only take exhaust if you feel like you cant be as mobile and can't chase down escaping targets or if your support somehow failed to pick it up.
Heal only take Heal if you think your spell vamp and lifesteal are not enough keep you alive.
Teleport is a very use spell if you ever need to jump in the midst of a battle.
ABSOLUTELY DO NOT GET THESE SUMMONER SPELLS
Clairvoyance What do you need to see? Nothing? Okay moving on...
Revive Okay what do you really need this for anyways? Nothing? Okay moving on...
Smite Umm, I'm not even going to ask why you have Smite as a AD Carry. Just uninstall the game if you do.
VII. Overall Farming
VIII. Proof of Concept
IX. Drawing Conclusions
There we go, a full Ahri AD Carry guide.
Hopefully this well help educate players on how to play a AD Carry as a mage champion. I have to say it has some potential. I will keep this guide up to date for aslong as the game persists. If they're any grammar mistakes let me know and I will fix them as soon as I can. I will be making other guides for other champions so stick around for more. And lastly thank you for your time on reading this guide. Now onwards to the fields of justice!