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Ahri/AP mid theory

Creator: 13rock August 27, 2012 1:08pm
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13rock
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3 magic Pen Marks
6 Ability Power Marks

9 Mana/5 Seals

9 Cooldown Reduction Glyphs

3 Spell Vamp Quints

Masteries
http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-0-4-0-0-4-0-0-0-1-0-0-0-0-0-0-0&tree2=0-3-0-0-0-0-0-0-0-0-0-0-0-0-0-0&tree3=1-0-3-0-1-3-0-0-3-1-0-4-1-0-0-0&v=2

Start with an Amplifying tome and Mana Potion.

http://www.mobafire.com/league-of-legends/item-purchase-planner#&item=40-107-98-85-115-114



I feel like this build is aggressive and easy to sustain. I'd like to get some input before I go and buy these expensive runes.
Lugignaf
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Mana/5 per level is better.

CDR Glyphs are kinda not worth it when you're giving up so much MPen in your Marks.


Thank you to jhoijhoi for the sig, and all the dividers in the guide.

13rock
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Lugignaf wrote:

Mana/5 per level is better.

CDR Glyphs are kinda not worth it when you're giving up so much MPen in your Marks.


Ahri stops having mana problems very early. I figured if I wanted to harass early and harass a lot, the combo of early mana regen and CD reduction would be great.

Should I switch some more MPens in? I don't know the numbers for how much MR most champs have at the beginning in mid.
Luther3000
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nonononoonon

But seriously everything is wrong. :/
Jpikachu1999
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That's, um, not very good or optimal.

9x Greater Mark of Magic Penetration, 9x greater seal of vitality (personal preference, seals don't make too much of a difference mid lane), 9x Greater Glyph of Magic Resist (substitute Greater Glyph of Scaling Ability Power if you want more damage), 3x Greater Quintessence of Ability Power.


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13rock
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That's, um, not very good or optimal.

9x Greater Mark of Magic Penetration, 9x greater seal of vitality (personal preference, seals don't make too much of a difference mid lane), 9x Greater Glyph of Magic Resist (substitute Greater Glyph of Scaling Ability Power if you want more damage), 3x Greater Quintessence of Ability Power.


Without the mana seals, I run out of mana really quic- so 3.7 mana/5 means 44.4 mana/min? 15% of my mana/min at level 1, and it only decreases. wtf.

I've been getting boots and 3 pots for awhile now, but I never need to use the pots (Only play non-ranked). I started getting amp tome and 1 health pot for more damage and a little safety just in case, but then I never needed the 1 pot. I guess boots+pots is just safer play, and i should be practicing it.

Should I stay away from the scepter because Ahri shouldn't be built tanky anymore? Should I maybe get kages pick before revolver if I start with a tome?

Are health/lvl seals better than armors?

I tried to get into the utility tree for spell vamp and exp boost for when I want to push my lane and roam or further dominate my lane. I guess going mostly damage is the way to go. Sigh, that's boring.

Okay so, 8.5 magic pen from glyphs. I wonder if it comes down to percentages, or you just subtract Mpen from Resists. Time to do some searching.

I used to see lots of people with pure AP glyphs. Is that no good now?
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1) You shouldn't even be spamming your spells.
2) Boots + 3x health pots is the only way to go. Run amp tomb and you get harassed and you get killed pre-6 (assuming Flash is on CD).
3) Seals are mostly personal preference. Although, I don't see why you are running armor seals when you are against an AP champion. mp5/lvl or health/lvl is more optimal.
4) Mpen marks ONLY. Only option for the AP mid, since you often find enemies running mresist glyphs. And just a heads up, flat ap glyphs get outscaled pretty quickly by ap/lvl.
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Lugignaf
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13rock wrote:

I used to see lots of people with pure AP glyphs. Is that no good now?

They've almost always been sub-optimal.

Let's assume you have 4 1:1 AP ratios. That's 1 for each skill and unrealistic. With 9 AP per level glyphs, you're getting a little less than 30 damage on a full rotation of QWER. That's at level 18 too.

MR glyphs however, reduce their damage by ~1% for every one you have. Assume you are being hit by a spell that does 100 damage, before MR. Your base 30 MR is reducing it by 24 damage to a total of 76 damage. The 12 extra MR is going to reduce that further by about 6. If you choose to get the 3 MR from the defense tree as well, that's even more damage off off of the spell.

TL;DR
Defensive stats are usually better than the terrible, terrible AP per level glyphs.


Thank you to jhoijhoi for the sig, and all the dividers in the guide.

13rock
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Quoted:

1) You shouldn't even be spamming your spells.
2) Boots + 3x health pots is the only way to go. Run amp tomb and you get harassed and you get killed pre-6 (assuming Flash is on CD).
3) Seals are mostly personal preference. Although, I don't see why you are running armor seals when you are against an AP champion. mp5/lvl or health/lvl is more optimal.
4) Mpen marks ONLY. Only option for the AP mid, since you often find enemies running mresist glyphs. And just a heads up, flat ap glyphs get outscaled pretty quickly by ap/lvl.


I figured armor seals would help with auto attacks. I guess Health seals will help more all around though. I'll go ahead and grab some of those, thanks.
Jpikachu1999
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Rylai's Crystal Scepter is still really good, but I'd say that Deathfire Grasp is practically core. The scepter just seemed the optimal thing to replace it with, but you can honestly mess around with it and try different combinations.

Armor seals are fine, to be perfectly honest. If you are gonna harass with auto attacks (Ahri has a great auto attack animation, really good for harassing) then it will reduce minion damage and enemy auto attacks. HP/lvl scale better late game, in theory anyways, because they give you 180~ health at level 18. Armor seals are better early, so it's up to preference.

Armor Penetration <- that's a good wiki article that talks about the different kinds of armor penetration (works the exact same way with magic penetration) and how they stack and what order they reduce in.

Everybody else explained pretty well :3

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