13.1B Patch Gold Efficient Build - Meta for Soloq Competitive Ahri (slowly updating the guide...)
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Runes: AGAINST RANGEDS (13.1b optimal)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
I fought him in toplane and midlane and he's very rough to win in 1v1. I recommend Phase rush, you can't stay close to him, you have to poke through Q, and run away from his W (Infernal Chains). It doesn't seem like it but if he catches you he has very high damage and can one-shot you. Play your hard-to-get card: poke without getting trapped into his arms. If you struggle in 1v1, I do recommend wearing some armor early, like Plated Steelcaps, given the difficulty. Or actually avoid getting exposed in 1v1's against him.
Level 1-5: Hard to solo-kill even with all the poking you throw at her. Her sustain is high, and she goes invisible with W (Twilight Shroud) every now and then to avoid your damage. Avoid swallowing her E's (Shuriken Flip's). Level 6+: her damage numbers is crazy. She can one-shot you easy with her R (Perfect Execution) so it is a MUST for you to dodge her 2nd R dash or something from her kit to not get one-shotted. She's also tanky enough so she's hard to solo-kill, but possible if you play perfect. She has the upper hand though. Avoid being exposed to her in teamfights. I recommend wearing banshee, specially reaching in the late game stage (levels 16-17-18). If you struggle earlier build some MR but your carrying potential will lower if that so.
He's a new blood champion from 2021 who has everything in his kit: shield, invisibility, can ressurect dead allies, so Ahri naturally struggles against new blood champions. Level 1-5: You have to play safe for farming. Your damage is low while his damage is crazy high early, because of his Passive (Dirty Fighting), and when he procs it he earns a shield so he out-trades, and E (Heroic Swing) that deals a big chunk and can also be used to escape. Level 6+: 1v1's against him at this stage is tricky and dangerous because it becomes hard to predict whether you'll win the trade or not. You want to bait him his E (Heroic Swing) without being highly exposed to its range to reduce the damage you take from him, making sure you don't miss your charm to combo him; and maybe after such trade, you can wait for your Q, W cooldowns and try forward to assassinate him with your R+ignite, because he becomes immobile like a chimp without his E (Heroic Swing). His E (Heroic Swing) has 18/16.5/15/13.5/12 seconds of cooldown, for you to be taking in mind.
ANNOYING MOTHAFACKA. Her Q (Flash Frost) got buffed. It is now speeded-up, it is hard to dodge, and if you don't dodge, she deals a really heavy chunk of damage and out-trades you, but you SOMEHOW are supposed to dodge it. Be careful because good Anivia's will even use their R (Glacial Storm) to slow you, then W (Crystallize) so you can't run away, then Q (Flash Frost) so they have higher chances to hit their stun on you. Since it is hard to 1v1 her due to her R waveclear and her Passive (Rebirth) I don't recommend prioritising in 1v1 and reccomend a secondary summoner spell like Ghost. Just avoid her or be good at dodging her stun. If you're not good, take ignite, it'll help you to take her down. If you want to play your Faker-card, it is probably best to out-trade her in 1v1 to get priority to assist your jungler earlier in early fights, but it's uneasy due to her stun speed.
OOOF. CALM DOWN KID. Annie is really angry and uses her anger to kill you. Be careful. Secondary summoner spell Ghost can be a good idea to counter Annie's with Predator (In my opinion their best primary rune). You don't really want to 1v1 her, She can use her stuns to set up ganks (so you lose), her Q-stun can't be dodged (so you lose). You can dodge her R with your R (so you win). Difficult but not impossible. Her damage numbers are very high, she can kill you from 1 combo, this is why she's a major threat.
I recommend starting with corrupting pot + biscuits and going ignite, because you want to trade with him early, as you never did in your entire life before. You're strong against him early levels, don't be afraid to play really agressive. If you let him to get prio, he wants to roam early. He's pretty speedy so focus well your Q's and E's because he can be difficult to hit. You out-trade him in every stage of the game until he wears MR so then you'll struggle more in 1v1's.
He's annoying.. like REALLY annoying.. like VERY ANNOYING.. HE'S LIKE A MOSQUITO IN THE SUMMER ALWAYS BITING YOU. You need sustain: corrupting+biscuits. I think you want to play very agressive against him, otherwise he'll just be a mosquito all day long and wins you by poking and biting all day long. He's hard to kill because of his escape mechanism E (Shifting Sands) and even R (Emperor's Divide) and he also has flash. I put him as a 4-Major even though he's not that Major, but his high range can make it difficult for you to trade him back, and he's not that easy to assassinate either. If you play passive he'll bite you, if you can match his trading with yours, you'll be showing dominance and can get lane priority to assist your jungler first.
Level 1-5: You want to start corrupting pot against him because his E poke (Conflagration) is pretty much impossible to dodge, it has very high range, extends to minions and reaches you. Play for farming. From level 6+: You can look to assassinate him, he's immobile, easy to kill. just take into account his damage numbers are very high, so you want to dodge his Q (Sear) and his W (Pillar of Flame) to avoid getting one-shotted by him. If you can dodge his 2 skillshots, you're good to go.
Level 1-5: You want to have good wave management so you join your jungler in early fights without miss-stepping and being exposed to Cassio's Q's (Noxious Blast) where she'll poison and chase you with E's (Twin Fang) and will deal a lot of damage. Level 6+: You have slightly the upper-hand to assassinate her, but you MUST turn your back to her R (Petrifying Gaze) to avoid getting stunned, and taking into account her W (Miasma) which is an ability that will deny you from using your R or Flash.
I would put him on 'Minor' but, good Corki's will get sustain and some MR so your poke become uneffective... If that so, they're not that easy to deal. However, if possible you want to be agressive against him in lane. Don't let him farm because he wants to scale, because once he scales he turns into a monster. Dodge his poking and once you're trying to assassinate take into account he has his W (Valkyrie) as an escape mechanism. In teamfights, don't ever step his W (Valkyrie) because it deals a lot of damage. Lastly an interesting info about him: he wears AD items but deals AP damage. Strange isn't it?
Some maniacs play him AP mid. Level 1-5: It is very hard to kill him. His sustain is huge, so your poking is not really effective. Use your mana properly to clear waves and assist your jungler. Level 6: I don't recommend ever trying to 1v1. He is dangerous, he can one-shot you easily if he lands his Q (Rupture) and W (Feral Scream) which is a silence, then he eats you with R (Feast) and it can take him only 1 combo to kill you. He also scales and becomes strong in the late-game. Your planning is to either take him down with your jungler in 2v1 or 2v2, or roam and help other lanes before he becomes a monster. Liandry+ignite is highly effective against him because he grows big.
She's more tanky and bursty so she has the upper-hand and counters you slightly. Her Q (Crescent Strike) is hard to dodge but you have to try your best. If she pushes, ask your jungler for help because she's hard to kill in 1v1 due to her tankiness and mana issues from Ahri. Avoid getting hard poked, and if she engages into you, create distance immediately. I think Everfrost is highly effective against her. She'll think twice on dashing into you.
Level 1-5: Farm and avoid getting poked by him. Play passive, he's a bit stronger. Level 6: You can look to assassinate him. Time his E (Arcane Shift) as his escape mechanism so you hit your charm to kill him.
Level 1-5: You can't fight him. My recommendation is to allow him being dominant in the lane and manage the wave on your side as much as possible so it doesn't push into him. Farm as much as possible. Level 6: You still can't fight him, he's your counter. Take special care on dodging his R by sidestepping it or with your R. If his R hits you, you'll have to flash away. If you don't, he'll combo and kill you. Picking Crown is a good idea so he doesn't one-shot and doesn't focus you.
Champion Build Guide
I am one of the hugest competitive-Ahri OTP fanats of all, with a lot of experience with Ahri. I tried everything with Ahri (Aery Ahri, Phase Rush Ahri, Ahri with Ghost, Ahri with First Strike, etc.) but playing her AD (I don't think it is necessary);)
I have played Ahri over 1000 games this last season.
I finished diamond EUW in S11.
So this guide is the conclusion out of a lot of testing I did, when it comes to grasping the most amount of elo in this game.
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TEMPORARY META BUILD AND RUNES INFO SECTION (because in the notes section it is cut out so it is unreadable.
1) Rod of Ages is here! It is meta! And despite not being acknowladged on Ahri, it gives her an insane amount of stats! All you need is good farming, so this item that only costs 2800G, gives stats that are worth much more; being more gold efficient than any other mythic. This is why it is that strong.
Here's a comparison of how much each stat is worth in gold:
ROD OF AGES: -2800 GOLD COST
+100 ABILITY POWER = 2175 gold
+600 HP = 1602 gold
+600 MANA = 840 gold
+5 ABILITY HASTE/LEGENDARY = 533 gold
= 5150 gold (TOTAL GOLD EFFICIENT)
LUDEN'S TEMPEST: -3200 GOLD COST
+80 ABILITY POWER = 1740 gold
+600 MANA = 840 gold
+20 ABILITY HASTE = 533 gold
+6 MAGIC PENETRATION = 187 gold
+5 MAGIC PENETRATION/LEGENDARY = 622 gold
= 3922 gold (TOTAL GOLD EFFICIENT)
*So, what does make ROA strong on Ahri?*
Im noticing some patterns or situations as to when rod+seraphs are good or better than the traditional build
But its obv depending on the enemy team comp
Its good due to the damage output from other champions and the low defences from Ahri
Lets put a good example
If you build luden on Ahri and get unfortunately stunned by Syndra then comboed you can get oneshotted
If you build Roa on Ahri and get unfortunately stunned by Syndra then comboed you don't get oneshotted, and you can oneshot her instead even if you have some less damage for not building Luden
Plus it gives survavility in teamfights which is very needed as a damage dealer for a small trade-off of damage
Only reason to build Luden is to if you need to really one-shot an enemy squishy that is taking over the game.. which from my experience, those are the hypercarries: Jinx and Kayle
Because hypercarries when unleashed just deal too much dmg per sec
However against normal carries like a Jhin... even if hes going 7/0 you can deal with him with Rod, if you can wait enough to get your 3rd item: Rabaddon.
With Rabaddon, your build ROA+Seraph powerspikes harder and becomes stronger than the traditional Luden+Shadowflame because you're capable of oneshotting squishies while being tankier.
*All in all, when to go Luden and when ROA on Ahri?*
ROA+seraphs added tankiness to your build is effective against enemy assassins, mages, and adc's that aren't hypercarries.
This is a build that works appropriately in many games.
However, don't build it when you're against champions that are designed to 1v9 and are taking over the game (are fed) OR you're afraid they'll get fed, such as: Katarina (Luden's is better); Jinx (Luden's is better); Kayle (Luden's is better); Olaf (Liandry is better); Nasus (Liandry is better); Wukong (Liandry is better).
Enemy champion comparison:
SYNDRA (ROA is more effective against her): She's squishier than katarina, due to her ranged nature, so having a small tradeoff in damage from getting Luden to be getting ROA, you'll still have enough damage to oneshot her, while having more survavility to not get one-shotted back.
KATARINA (LUDENS is more effective against her): She's a 1v9 designed champ that if you don't kill fast in a teamfight she can take over. She's a melee, means she's tankier than Syndra, which also means that building ROA and sacrificing on some damage can make it so you lack in damage to kill her.
You also, need your build to be stronger earlier, you can't wait to scale against her because she wants to roam early, so you must pressure her in lane and poke her.
If you play passive and scale, she'll roam and take kills which will make the game harder for you.
However, Syndra doesn't look to roam, so you can play more passive and scale to get a stronger build than traditional that will counter her later in the game and be generally more useful in teamfights.
2) Sorcerers' boots: are the most common to take in most games to able to one-shot squishy members (REQUIRED AGAINST HYPER-CARRIES: Kayle or Jinx)...
*Lucidity boots are the best option against very tanky comps to be able to spam your abilities.
*Mercury's Treads: are the best optiion if they have a comp that is very heavy on magic damage: Aniivia mid and Diana jungle.
*Plated Steelcaps: strong against teams heavy on AD, specially AD 'assassins' like Akshan mid. NOT STRONG if you plan to build this only against ADC's! Against adc's shutting them down with sorcerer boots damage, but if their comp based on AD is heavier than traditional then taking Plated Steelcaps can be strong.
3) Seraph's Embrace: Very strong item currently, this iis why we take Tear+2 pots as first item so, after shoes, this one gets transformed into Seraph's instantly.
Gives slightly more AP than Shadowflame and even gives you a shield if they take you low, which Ahri VERY MUCH needs due to her squishiness despite her mobiility,
SERAPH'S EMBRACE: -3000 GOLD COST
+80 ABILITY POWER (101,5) + 15 AP = 116 AP = 2523 gold
+10 ABILITY HASTE = 267 gold
+250 HP = 667 gold
+860 MANA = 1204 gold
+SHIELD = ???
= 4661 gold (TOTAL GOLD EFFICIENT)
SHADOWFLAME: -3000 GOLD COST
+100 ABILITY POWER = 2175 gold
+200 HP = 534 gold
+20-10 MAGIC PENETRATION = 467 gold
= 3176 gold (TOTAL GOLD EFFICIENT)
4) Rabadon's Deathcap or Void Staff: Since you have a bit less of damage as a trade-off for other stats to make your Ahri strong, I suggest Rabaddon after Seraphs,, (or void staff if they're building MR much), necessarily, so you can carry the game when it most matters and is mostly decided.
RUNES INFO SECTION FITTING THE META BUILD:
*Electrocute: I'm slowly updating the guiide with the 13.1b patch, so, electrocute is the preferred choice for safe early for scaling AGAINST RANGEDS: (Syndra, Viktor, Zoe, Anivia, Ryze, Lux...) OR champions that can cancel your first strike for which taking electrocute is the safest option: (Katarina - with her daggers) or Zed with his W+Q mechanic that outranges you.
Electrocute Is the most safest and most reliable keystone, suitable for any league circumstance, from all I had tried with Ahri (Aery, Comet, Phase Rush, First Strike).
There's a solid reason why this keystone is the most picked one: it is easy to proc specially with W. It is good in order to have kill pressure with Ahri. It is also good in 2v2 where you focus the same target. Makes your champ to be stronger in the laning phase.
*Taste of Blood: Also the most suitable option for any game, while "sudden impact" being more specific.
As Ahri, the laning phase from lv 1-5 is the toughest experience and you want to have an additional sustain to make the laning phase less tough and more consistent.
*Cheap shot: is not recommended at all unless you build Rylai, which is an item I don't recommend either because it's currently weak in the 13.1B patch.
*Sudden Impact: is weak early until 20 minutes mark...Only build it, if you don't need taste blood.
You don't need taste of blood when you aren't looking to be fighting much in the laning phase and you aren't against a 'counter' that can one-shot you (talon, katarina, qiyana, akalii) (taste of blood can give you a bit of an extra safety against those..), or a tough poking opponent (syndra, viktor), where you'll need the HP recovery to survive the poking in the long run.
*Eyeball Collection: The best because it is the easiest way to reach the 10 stacks for the damage Ahri needs as a champion. The other 2 options are for vision.
In my opinion, vision is overrated in soloq, there's also something called 'intuition' or 'game knowledge' and you don't need to ward every bush. Warding or warding appropriately becomes more important in high elo (master or diamond+?).
*Ultimate Hunter: The best for Ahri.
Ahri only is a champion when she has ult. So take it, if you wanna play with a champion. If not, then in all honestly explain to me why you pick Ahri for. xD
*Manaflow Band: Okay so, here comes my recent update of the guide with the 13.1B patch, where I'm giving more priority to manaflow band (for scaling) rather than having an early game power with biscuits.
Why's that? Because I noticed, with the recent buffs on Rod of Ages and Seraphs, these items make Ahri very strong in the mid-game.
So in this patch, instead of playing Ahri for the early game edge, we want to take it slow and scale appropriately till 20th minute mark, when Baron spawns, to be able to take over the game with more runes designed for mid-game spike and with the items that got recently buffed.
*Gathering Storm: It's the ultimate rune for scaling and gives a good enough power at the 20th minute mark with 24 AP, time when we want to start carrying the game.
This AP is also necessary because, since in many games taking Rod of Ages + Seraph will be the optimal (note: NOT in all games), but in many... Just take into account that Rod of Ages despite being very powerful it gives somewhat less damage so we want to remedy the small lack of dmg with extra AP from Gathering Storm, whiich potential into late game is unlimited.
+10% Attack Speed: Necessary for farming well in the laning phase, having the character smoother or more fast reactionary to dodge enemy's abilties.
+9 AP: Self-explanatory - we need damage to carry.
+Armor, Magic Resist or Health: Are SITUATIONAL. It depends on the enemy's picks... If they take in mid something predatory that can bully you like Anivia, Viktor or Syndra, I'd take magic resist...
but if you're going against something like Yone mid and Elise jungle... Since Yone mid is not as annoying in the laning phase (or doesn't one-shot you like a katarina or qiyana), and Elise is AP.. Taking Health (that btw it scales) is probably the best option.
RUNES INFO SECTION FITTING THE META BUILD:
*First Strike: With the 13.1b update where we want to play ahri more for scaling, First Strike, despite being a rune that in my eyes, have always been a bit broken, frankly, and Riot not nerfing it, it actually shines more in this meta of scaling, so I'm bringing it here.
Only take it against MELEES that can't poke you (Yone, Yasuo, Akali) or lower range champions (Vayne..)
*Magical Footwear: It's a 300 gold that you save from buying boots, with the addition of +10 movement speed.
*Perfect Timing: Grants a free stopwatch at minute 14, however, not as good as magical footwear because it only reduces 250g the gold you need to complete the zhonya (while with magical footwear you save 300g).
While this one also 'forces' you to complete Zhonya, and in some games you shouldn't.
*Future Market: It is a fine rune, It is nice to have, but complicated to explain.. you shouldn't over-abuse it because you get a charged a fee, and you want to take the least fee's possible.
However, in some moments you need the extra 100g to complete and item; then this rune is when it shines in its value for you to carry the game. As you remember we play for scaling in 13.1b patch, so any extra gold is valuable into you.
*Minion Dematerialiizer: Is a good alternative to Future Market. Allows you better wave management, recalling, pushing, wave clearing, might even allow you to roam.
It depends on which minion you want to use it... You get the highest value of damage against minions if you use 1 of those for every type: 1 to melee, 1 to canoon, 1 to ranged; because if you use a 2nd demat into the same type the extra damage added will be halved.
However, you may want to use 2 or even 3 into the canoon to crash your 3x waves faster into the enemy turret, strategically speaking, for better recalling or roaming.
I personally wouldn't use it for any other situation..
*Biscuit Delivery: This rune is for early game sustain. You shouldn't need this because we want to scale.. not trade early. In the long run, the extra 150 mana added to your mana pool is nothing compared to the value that minion demat or future market can give you later in the game.
*Cosmic Insight: The best one because it reduces the CD from valuable summoner spells or items.
*Time warp tonic: just like biscuits, is a more early game oriented rune, and the extra movement speed is temporary.
*Eyeball Collection: the best one for scaling to get the most AP.
*Ultimate Hunter: Simply the best for Ahri to reduce her very needed R cd.
*+10% Attack Speed: Makes laning phase much smoother and easier to trade and to farm with.
*+9 AP: to make more damage.
*+6 Armor: Usually if you're going with First Strike, melee's are usually AD... But this one is obviously circumstational, if they pick Akali then pick +8 Magiic resist.
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