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Ahri Build Guide by that_koala97

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.


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League of Legends Build Guide Author that_koala97

I've got nine tails, the middle one is for you

that_koala97 Last updated on December 16, 2011
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Team 1

Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction


you cant see this

Please write a comment if your voting

Hey guys I'm back with my second MOBAfire guide and this time it's on Ahri the Nine tailed Fox.





ANNOUNCEMENTS

I am in need of a banner replacing the one above in the itroduction. Full credits will be rewarded to the person that produces the best, PM me the link to the image and I'll message you back to confirm that I am using your banner.


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News

  • 15-12-2011 - Build created.
  • 16-12-2011 - Build Published.
  • 16-12-2011 - Second build created due to in-game uncertainties.


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Credits

  • Special thanks to jhoijhoi for the line dividers/separators


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Difference in Builds

Due to a comment by NyteMyre and CasterMaster I have created a second build and adjusted the first, due to the fact that the first build requires you to be fed which you might or might not be if you are fed I recommend using the first build if not use the second.





Build 1

spaaaaaaaace
Pros


+ // Great damage
+ // Steady Health
+ // Early spell Vamp
+ // Early mana
spaaaaaaaaaaaace
spaaaaaaaaaaaace
Cons


- // Very expensive
- // NEED to be fed
- // VERT Late game
- // Slow build
- // Squishy until late game
- // Easy target





Build 2

spaaaaaaaace
Pros


+ // Great damage
+ // More health ealier
+ // Early spell Vamp
+ // Massive magic penetration
+ // Life saving item active
spaaaaaaaaaaaace
spaaaaaaaaaaaace
Cons


- // Little Mana
- // Not as much AP
- // Mid to Late game
- // Small amount of armour


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3






Runes are not my strong hold but these, I have read, are the basics for any AP champion. If you disagree with these, send me a PM saying what runes and why.


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Masteries

Masteries
1/5
4/1
4/5
1/1
2/5
4/1
4/
1/
1/5
3/1
4/1
1/1






21-0-9 going as the basic AP champ except I take the movement speed over the mana regen because the early Tear of the Goddess compensates for this greatly with its passive.


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Pros / Cons

Pros / Cons

spaaaaaaaace
Pros


+ // Great damage
+ // True damage
+ // Semi-taunt
+ // Very nice nuking
+ // Great chase/escape
+ // Three phase ulti
spaaaaaaaaaaaace
spaaaaaaaaaaaace
Cons


- // Very squishy early game. 460 hp
- // Very item dependant
- // Runs out of mana quickly
- // A little slow
- // All skill shots except W
- // Low basic attack (but we don't play her like that)


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Items

  • : The Archangel's Staff gives you man and immense ability power and mana if you spam your abilities to max out it's passive of converting 3% of your maximum mana to ability power.
  • : Sorcerer's Shoes give you the amgic penetration you need if anyone dares to build magic resistance to try defy you and your awesomeness, and why not throw in some movement speed for ***** and gigs.
  • : The Hextech Gunblade give you not only 20% spell vamp but 70 ability power and a passive that slow and damages targets (Life steal and attack damage too but thats irelivant) making this a better choice than the Will of the Ancients.
  • : Morello's Evil Tome gives you 70 ability power and a passive of 20% CDR so you can drill more abilities into more enemies.
  • : Rylai's Crystal Scepter is a MUST giving you health, ability power and an amazing slow for ability damage to always keep them in danger.
  • : Rabadon's Deathcap 'nuff said.


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Items Sequence

Start off with a Meki Pendant and two Health Potions for mana regen and survivability as she has only 460 hp to start.

When you first go back you should have stayed out there long enough to afford both Tear of the Goddess and Boots of Speed to give you a healthy amount of mana and movement speed, in the build I don't upgrade to Sorcerer's Shoes to pretty late (around 20 minutes in, unless I've been fed resulting in quicker items) but more on that later.

Once you have around 2450+ gold you go back to buy your Hextech Revolver and Fiendish Codex for extra spell vamp complementing your passive, some more ability power and some mana regen to give you a little firepower.

Now start to build the Tear of the Goddess and the Fiendish Codex into an Archangel's Staff and Morello's Tome to give more ability power with the Archangel Staff's passive and Morello's Tome.

You now finally upgrade our boots to Sorcerer's Shoes for that nice magic penetration and extra speed, the reason why I get these so late is because if you really are in a pickle you have your ulti which is a God sent and if necessary your Flash which should keep you alive if used right. And also build into a Hextech Gunblade for some synergy with our passive, a pinch of ability power and an active that, if used right, we restrict their ability to escape from you and your ultimate.

To finish off get a Needlessly Large Rod to later be built into a Rabadon's Deathcap and a Rylai's Crystal Scepter for some much needed survivability and a nifty little slow for your abilities. All in all these items, I believe, go the best with Ahri.


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Abilities

*First of all, sorry for the icon, but as Ahri's passive name is similar to the same of Nasus's passive, I don't they have put the image for her passive here yet, it may be because she's relatively new but anyway.



  • PASSIVE: 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.
  • ABILITY ONE (Q): Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.
  • ABILITY TWO (W): Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 70 / 100 / 130 / 160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 140 / 200 / 260 / 320 (+75% of ability power).
  • ABILITY THREE (E): Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
  • ABILITY FOUR (R): Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.


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Skills

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18






I find maxing Orb of Deception first maximises your farming potential for one, the best way I've seen to sustain your self with your passive, Soul Eater, hitting a full wave of minions for two. The reason I max this first rather than Fox Fires is because of the reasons above and it's ability for high harassment. To be honest who doesn't love true damage early on.

I then max out Fox-Fire next for some amazing damage in 1v1 fights and quick way to gain max stacks of your passive.


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Summoner Spells

Summoner Spells


Flash: I choose Flash over Ghost because Flash synegizes with Ahri's ultimate much better than Ghost for both escape and attack.
space
Ignite: I use ignite as both a finisher and a crippler against mass life steal such as Warwick and a passive such as Volibear's it denies their capability of full health back and only recieve a portion instead.
space
Exhaust: Exhaust can be taken instead of ignite so you can reduce their movement speed, item damage and attack damage.

*All of the listed summoner spells are just preference but highly recommended by me .


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Summary

Summary

// Not much more to say really. Just sorry for any faults I may have made in my guide (I'm only 14 y.o so probably I made some grammatical errors) and if you think you have any tips to improve the guide (there is still lots of work to be done) just tell me. Also please, do not downvote without a comment on why you do not like the guide. I like constructive criticism, but not trolls/tossers.

And final shot-outs to; jhoijhoi thanks for your support in any shape or form

Credits to jhoijhoi for the template, which you can find here.