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Why Masteri with Attack Dmg and Revolver befor Rabadons
This build relies heavily on Malzahar's Bases (some of the highest in the game) to carry him until he grabs his Deathcap later in the game, as his ratios are all extremely high as well.
Since I don't have a variant of this build that allows for extremely fed/farmed or extremely underfed/farmed, this is your standard, easy build. It relies on durability for damage.
I hope this helped you out, if you have any more questions you can always email me at chrisaipc@gmail.com, pm, or post here again.
(P.S. if you had read the Runes section, you would know exactly why the AD Mastery is there. (Probably changing it to the minion damage mastery for that purpose.
I've been owning most Malza counters (Kassadin, Talon, Galio, Diana, LB) most of the time, if you want I can help you with that to minimize your work. xD It's all on early harrass and push.
I still don't like second build but first is close to perfection for me
At least I could get SOMETHING Right :D
I still think that this is little wasted, but here's +1
I hope you change your mind as the guide becomes completed. Thanks!
Hai ^^ I am here to review your guide, as I have spare time right now :3
Runes:
1)
2) Greater Seal of Replenishment is outscaled by
3) You really should include alternative runes. Makes it easier for your readers to see the options mostly available to the champion. Also, include a runes section so your readers know why you are running the runes you do.
4)
Summoner Spells:
1)
Masteries:
1) Take your 3 points out of
2) In your spells you take
3) You should include a "Masteries" section so your readers can see your reasoning behind your masteries.
4) Remember that you can change your masteries out pregame so you should include that.
Guide Itself:
- You have separate sections for each of your skills. You should group them all into one chapter and separate them by line dividers. This makes it easier for your readers to read it :3
- "Pros / Cons" usually come after your "Introduction". So take your two staves pros and cons and group it with your "Positives / Not Quite Positives" to make it more organized.
- Your item choices... EXPLAIN THEM PLEASE! If you don't explain your reasoning, why should your reader take the items you recommend when you don't even have a reasoning to it?
- I cannot tell you how annoying it is to see a lore in a guide. Seriously, we are hear to learn about how to play the champion... not how he came to be.
- Your "Fus-Ro-Dah" section talks about
- No alternative items. You need to include situational items for those times you are having problems. IE; you are getting focused down before you can blow off your spells.
Cheat Sheet:
- You only have 6 slots available to you. Remember that.
- You grab
- When a reader is about to go in the game, they want to be able to quickly glance at the cheat sheet to know what they generally need to build to do well. With your cheat sheet being all crazy, they can't really do that.
- If you are planning on getting
I hope I helped. I will come back and vote if I see some improvements :3
Thanks for taking the time to review this! As you can see, the guide is not nearly complete, I still have a lot to add. I'll PM you when I make big changes, but I tried your recommendations in game, and I've made changes based on what I thought was better about your build, masteries, and rune setup. Thanks!
<3, SomaQL.
This guide is not finished, and a lot of the criticisms I've been getting are about sections I haven't completed yet.
DON'T WORRY, I'll post them ASAP. I would love it if you guys would start pointing out things that could be improved about the current portion of the guide, rather than point out that I've left out a section. Thanks!
<3, SomaQL
There are two real reasons I included the
#1: This is mainly for beginning
#2:
Okay. But recently a more popular item for
Runes:
1)
2) Greater Seal of Replenishment is outscaled by
3) You really should include alternative runes. Makes it easier for your readers to see the options mostly available to the champion. Also, include a runes section so your readers know why you are running the runes you do.
4)
Summoner Spells:
1)
Masteries:
1) Take your 3 points out of
2) In your spells you take
3) You should include a "Masteries" section so your readers can see your reasoning behind your masteries.
4) Remember that you can change your masteries out pregame so you should include that.
Guide Itself:
- You have separate sections for each of your skills. You should group them all into one chapter and separate them by line dividers. This makes it easier for your readers to read it :3
- "Pros / Cons" usually come after your "Introduction". So take your two staves pros and cons and group it with your "Positives / Not Quite Positives" to make it more organized.
- Your item choices... EXPLAIN THEM PLEASE! If you don't explain your reasoning, why should your reader take the items you recommend when you don't even have a reasoning to it?
- I cannot tell you how annoying it is to see a lore in a guide. Seriously, we are hear to learn about how to play the champion... not how he came to be.
- Your "Fus-Ro-Dah" section talks about
- No alternative items. You need to include situational items for those times you are having problems. IE; you are getting focused down before you can blow off your spells.
Cheat Sheet:
- You only have 6 slots available to you. Remember that.
- You grab
- When a reader is about to go in the game, they want to be able to quickly glance at the cheat sheet to know what they generally need to build to do well. With your cheat sheet being all crazy, they can't really do that.
- If you are planning on getting
I hope I helped. I will come back and vote if I see some improvements :3