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Ahri Build Guide by King of RageQuit

AP Carry Should I make your pulse rise?

AP Carry Should I make your pulse rise?

Updated on July 19, 2014
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League of Legends Build Guide Author King of RageQuit Build Guide By King of RageQuit 4 4 16,350 Views 6 Comments
4 4 16,350 Views 6 Comments League of Legends Build Guide Author King of RageQuit Ahri Build Guide By King of RageQuit Updated on July 19, 2014
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1
King of RageQuit | December 9, 2013 4:37am
  • Runes are just meh.. especially no Armour seals.
  • Charm at level 1? For what reason?


Charm level as first is explained in the chapter about it.
Runes same story.

I quote exactly for you:

"I always start taking my Charm(E) spell as first, since this is a relative safe pick, incase of invading their jungle, or getting invaded.

Charm could also be used further for a good pull on blue or red buff, to make your jungler have an easier time killing that minion."


"Greater Seals of Mana Regen are great for Ahri, so she can poke the enemy more, and be much more frustrating in the lane phase.

However if you use those runes against champions like Lee Sin or Zed, you're going to have a hard time.

Therefore I reccomend getting 2 runepages ready, one with Mana Regen Seals, and the other with Armor, and you just use the Armor ones against AD champions in the Lanephase."


Seriously, your arguments make no sense if you're not reading things.
1
Ubnoxius (61) | December 6, 2013 6:25pm
Not that good, I give this guide a C-,

- No BBcoding
- Your masteries aren't explained
- Dangerous Game and Recovery are not needed ever. Take Block and Double-Edged Sword or go into the utility tree (kind of more useful on Ahri, being a bursty champion, not much defense needed).
- Why start Charm?
- You dont need to tell about "every" Summoner Spell
- The Ability part. You don't just label the ability's statistics and walk away. Tell something about it that you think is important to remember.

This guide needs ALOT of improvement if you want it to see the light of day on mobafire.

And STUDY this!
1
GrandmasterD (531) | December 6, 2013 2:54pm
  • Masteries are spec'd incorrectly.
  • Runes are just meh.. especially no Armour seals.
  • Void Staff not core?! My jimmies.
  • Charm at level 1? For what reason?
  • Don't mention every single summoner spell.
  • Guide is short, a wall of text and has an illogical chapter order.
1
XPOWER666X (1) | December 3, 2013 12:20am
WHERE ARE TEH PICTURES D: Booorrriinngggg =___=
1
sirell (400) | December 2, 2013 8:54am
Guide and build have the right idea, problem here is expanding and elaborating upon it, as well as neatening and sectioning everything properly.

Other than that, guide content is very small. How about a matchup section?
1
emoriam (287) | December 2, 2013 7:36am
I recommend you to take a look at this because it might help you to make your guide more appealing, just take a look at some other (good rated) guides and you'll see all these pictures and text structures. Besides instead of just presenting a purchase order in the cheat sheet try to divide it into parts like "Start Options", "Essential Items", "Finishing Items", "Situational Items". Where's is the Void Staff? - Magic Pen is just too strong ...
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