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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
I've always played Ahri as an assassin over anything else and my favorite version of her was when she had the damage amp on Charm, so it'll be cool to see it back. Even if they choose to go with a version without the damage amp, she's trading movespeed for damage which I'll take any day.
I think she'll end up being over-tuned tbh, but I won't be complaining :^)
Also, looks like it's being delayed til 8.7 or later.
Did you really? Or are you just pretending you did to have an excuse to comment to farm raffle points?
Poke (vs most assassins and mages, standard) - [Comet/Aery] (Comet vs mages, Aery vs most Assassins except Zed and Leblanc), UltiHat, [Celerity], Scorch (laning) /Waterwalking (roaming); Magical Footwear (automatic powerspike in time when you've maxed Q and bonus gold for strong midgame; plus stacks with Celerity and helps counter Ahri's subpar mobility without Ult), Cosmic Insight (very efficient, stacks with UltiHat). +20 CDR for Ultimate, allowing for more picks; extremely safe with great poke.
Assassin (vs numerous squishies or vs artillery mages like Ori/Lux) - [Electrocute], Sudden Impact + Any 2 of the rest (Vision vs Laning Safety vs Damage & Sustain vs Vision vs Roaming); [Celerity], Waterwalking (Roaming)/Manaflow Band (Laning); and usually rush NLR and Ludens after Lost Chapter
DPS (vs tanks and bruisers mid like Cho; uncommon) - [Glacial Augment], Biscuit Delivery, Magical Footwear, Cosmic Insight/Approach Velocity (for chasing); [Celerity], Manaflow Band (mana)/Ultimate Hat (post-6 safety, stacks with Cosmic Insight). Unconventional utility build; great for picks because the Keystone's 40% slow allows for an easy Charm. Less damage though. I usually go for a lichbane protobelt/gunblade build with this; rushing the sheen first.
And btw, take it from me; Inspiration is often a diamond in the rough. Though I think Domination's zombie ward needs duration nerfs; Inspiration is still better as a secondary; especially Ahri can only trigger sudden impact if she all-ins, not exactly how she wants to play (aka the superflexible hypermobile mage/assassin)
I won't go into too much detail with what you said simply because most of what I'll say is in my update anyway and I've already typed 13,000 words on the new Runes.
Celerity could well be a hidden gem is what I can say about that one. The 4% MS you get is essentially the old MS Quints which is pretty huge in itself and the extra AP from movespeed indeed synergises very well with Ahri's Orb. You actually get 17 AP from an Orb cast, and 1 more AP from the bonus 4% MS. That means 18 AP from the start of the game every time you cast Orb and I agree with what you say about Celerity. That said, I'm not quite persuaded enough to rate it higher than Transcendence right now outside of specific situations where movespeed is valued higher than usual. Still, it's definitely a Rune to watch out for and it has a lot of potential.
The 'Poke' page you listed seems fine, though I would never take Waterwalking due to its unreliability and the fact that it's competing against Scorch.
Your 'Assassin' page is pretty spot on for the Dom tree, but Scorch is too good to pass up in Sorcery, and you should never ever take Ultimate Hat over Transcendence unless you're running 0% CDR in your build. The reason why is because Hat's CDR is multiplicative, not additive. I go into a ton of detail about this in my Guide though so dw bout that. For Sorcery second I recommend either Scorch + Transcendence/Manaflow/Celerity.
DPS page you listed seems very interesting, but you lose out on far too much damage by not taking Sorcery or Domination as your Primary tree and Ahri needs all the damage she can get. Pr sure most supports would out dps you with Insight Primary.
The inspiration tree is situationally great, but Dom, Sorc and Precision all outclass it in most cases. Domination having Zombie Ward alone probably makes it better than 2 choices from Inspiration, Sorcery with Scorch and Transcendence or Manaflow Band are much better, and Precision's new Dangerous Game and Merciless also outclass Inspiration. As I said though, there are definitely some situations where Inspiration is a very good Secondary option which I explain in detail in my Guide update.
I'm just scratching the surface with this reply, but hopefully it's an adequate enough response until my Guide is updated and you can read all the full details and comparisons then :)
Waterwalking is meant to be taken for its MS; not AP. I tend to play Ahri as a all-rounder spiking midgame, so my rune choices center around it (levels 6-13). While I feel you play Ahri a bit more safe, around levels 9-16. So Waterwalking works nicely for me against lanes I don't need Scorch against (usually if I've got electrocute; because ******* that damage is insane). If I take Waterwalking in my sorcery build though; its because I'm facing someone like Heimerdinger whom I need to beat out of lane by roaming.
As for the DPS build; its not really about DPS but safety. Its meant to be used to punish midlaners with small ZoCs; if, say, for example, they go Cho mid. Against small ZoCs, Rylai is a great item for Ahri; but she doesn't really want its health; so trading a keystone for a stronger Rylai passive is quite nice. It also allows the Ryliandry combo without Rylai; much more manageable, and really hurts poor Cho.
Regarding secondary trees; my builds are based off my pbe experience. So Dangerous Game and Merciless huh... I don't remember those from PBE, have to check. Zombie Ward is a must nerf, so I won't rely on it too much, just a feeling. They'll probably hard nerf the ward from 180 to 60 or something (pretty balanced; and makes Ghost Poro actually viable). You see, Inspiration is tailored towards knowledge, like powerspikes, lane dominance and aggressive play. Sure, you may get extra damage from Masteries (I'll keep Zombie Ward out of the discussion for now; cuz as long its 180 sec, I'll just abuse it), but you can get something similar from the 350 bonus gold the free Boot mastery gives you; and the main difference damage-wise is lategame. But as I've already mentioned, my Ahri builds are tailored to spike 6-13. I think thats the main difference.
Btw; she's the first champ I truly mained, and that's mostly because you wrote such a tempting, detailed guide on her. So thanks for introducing her to me (pun intended). XD
You're certainly not wrong about Ahri falling off, and it makes sense to pair Hat with Celerity if you do choose Celerity since it's the same tier as Transcendence. You lose some lane pressure forgoing Scorch though, so it would lose a lot of effectiveness in tough matchups. It seems like a very good roam style build, and so it's more situational, but definitely sounds pretty good overall. I personally love to play Ahri with max CDR, which is why I value Transcendence marginally higher than Celerity. Another big reason as to why I find Transcendence so good is because it allows for more build diversity while remaining at a good amount of CDR. If you always go Morello (which I mostly do) then Transcendence does lose some value in an argument between that and Celerity though, it just means you probably won't hit max CDR at any stage, or if you do it will be very late.
Even still, Waterwalking is super situational because there are many factors that can prevent you from roaming often or at all, even in matchups where you have the opportunity to roam a lot. The Rune gives you nothing in lane too which again, gives you a lot less lane pressure when you could have Scorch. That said, for a matchup where you basically just ignore and roam, I could see it being a viable choice.
Rylai's Liandry's combo without Rylai's sounds pretty sweet, but you're just giving up way too many strong Runes by going Inspiration as a primary tree. You'll also have so much less damage by doing this. I could see this being pretty effective for support Ahri though!
The new Dangerous Game is
Oh really? That's nice to hear :)