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Ahri Build Guide by Zoruua

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League of Legends Build Guide Author Zoruua

Seductive Assassin Fox With 9 Tails

Zoruua Last updated on August 9, 2016
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Ahri with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Karthus Ya....you'll be fine
Guide Top

Intro: Why Ahri?

Introduction: Why Ahri?

So the main question here is, why Ahri? Lets start with the basics, Ahri is a highly mobile assassin/mage hybrid. Since the removal of DFG and the tweaks to her kit, she isn't as much of an all in one shot machine as she used to be. Ahri is a one of a kind champion with her skill shot reliant kit and high mobility.

Ahri isn't the same as an AP assassin, if we compare her to someone like LeBlanc, you can see that LeBlanc has much higher initial burst compared to Ahri, but Ahri has more damage over an extended fight due to shorter cool downs.

We can also look at her kit and the way it interacts with other champions and team comps.
  1. True damage on her Q - Since her Q does both magic and true damage, she can kill squishy targets more efficiently while also being able to do significant damage to tankier targets.
  2. CC with her Charm (E) - Another thing that differentiates Ahri from a typical assassin is the fact that she has some significant CC in her kit. Her charm allows her to assassinate targets easier, set up picks for her team, and also acts as a good escape tool.
Now, I personally play Ahri for a variety of reasons. First of all I absolutely love her kit. It is very skill shot reliant which requires good positioning and accuracy to use properly. Her kit is also very well rounded, it contains cc, true damage, and a dash (3 Actually). Her abilities interact with each other very well, allowing the player to be able to use Ahri in a wide variety of situations and ways. This allows lots of room to outplay your opponent in some flashy ways : ^). Ahri is also someone who can carry a game if she gets ahead, she has the ability to both assassinate squishy targets along with dealing significant damage to bruisers and tanks. You can kite your enemies using your charm and orb and you can make it even better with a rylai's. Ahri is overall my favorite champion to play for soooo many reasons. If you don't believe me, here are some pros and cons about the champion.

Pros:
  • + High Burst
  • + Good Escape Potential
  • + High Outplay Potential
  • + Has True Damage, CC, and Mobility In Her Kit
  • + Good Roams
Cons:
  • X Weak Early Game
  • X Skill Shot Reliant
  • X Reliant On Her Mobility and Ultimate


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Abilities

Abilities

Essence Theft

<--- Click To See Ability Preview
  • Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next ability heals her for 3 / 5 / 9 / 18 (+ 9% AP) for each enemy hit.

Orb Of Deception

<--- Click To See Ability Preview
  • ACTIVE: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back to herself, dealing true damage on the way back, also passing through enemies.
  • While the orb is travelling, Ahri gains 215 bonus movement speed, rapidly decaying down to 80 over 0.5 seconds.
  • DAMAGE PER PASS: 40 / 65 / 90 / 115 / 140 (+ 35% AP)
  • TOTAL MIXED DAMAGE: 80 / 130 / 180 / 230 / 280 (+ 70% AP)

Fox-Fire

<--- Click To See Ability Preview
  • ACTIVE: Ahri summons three spectral flames which orbit her for up to 5 seconds. After a brief delay, each flame pursues the closest visible enemy, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage.
  • Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.
  • MAGIC DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
  • ADDITIONAL MAGIC DAMAGE: 12 / 19.5 / 27 / 34.5 / 42 (+ 12% AP)
  • TOTAL SINGLE TARGET DAMAGE: 64 / 104 / 144 / 184 / 224 (+ 64% AP)

Charm

<--- Click To See Ability Preview
  • ACTIVE: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit and charming them.
  • MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 50% AP)
  • CHARM DURATION: 1 / 1.25 / 1.5 / 1.75 / 2

Spirit Rush

<--- Click To See Ability Preview
  • ACTIVE: Ahri dashes in the direction of the cursor and fires up to three energy bolts that each pursue one of her nearest visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time.
  • Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on cooldown.
  • MAGIC DAMAGE: 70 / 110 / 150 (+ 30% AP)
  • TOTAL MAGIC DAMAGE PER TARGET: 210 / 330 / 450 (+ 90% AP)


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Runes

Runes

I personally believe runes are entirely situational and vary from game to game. Also, I don't choose runes entirely based on my match up, but based on the enemy team as a whole.

Against Early AD / No AP Threat

This is the page I will take when I'm against a laner who doesn't have much AP threat early (Or AD Champs) and a jungler with early AD threat (Lee, Vi, Hec, etc.)



Against Early AP / No AD Threat

This is the page I will take when i'm against an opponent who has lots of early AP damage (LeBlanc, Annie, Etc.) and when they don't have a strong early AD jungler (Lee, Vi, Hec, Etc.)



Against AP With No Early Threat

This is the page I will take when the enemy laner and jungler are champions that don't have a lot of early damage and pressure (Ori, Viktor, etc.)



Against Early AD / No AP Threat (2)

This is a page I very rarely take, It is used in situations that are same as the ones listed above except the blues and AP. I take this page when I want to be extremely aggressive early and bully the enemy laner with the extra damage.



Against Early AD / AP Threat

This is a standard page that you can't go wrong with, It offers good AP stats along with good defense in all categories. I take this page when there are a lot of early threats on the enemy or if I want to play it safe.


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Masteries


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Items


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Farming


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Unique Skills


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Summary