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Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
In this guide I will be showing you the way I choose to play


I will be going over my....
-
Masteries
Skill sequence
Item Choices
Summoner Spells
Please feel free to leave comments of your opinions on this build and how it worked out for you.
For "Marks" I take Insight
. I would say this is a standard Mark choice for any AP "assassin" or "caster"
For "Seals" I take Clarity
. Once again I would say this is pretty standard for any AP champion bar those that don't use mana such as Kennen
For glyphs I take Force
x9. ONCE AGAIN!!!! This is a pretty standard rune for any ap carry.. Wow not much variation in reasoning for my runes is there?
For "Quintessences" I take Potency
. This rune choice is for the sheer power of AP to give you that damage early game and it helps a fair bit late game aswell.

For "Seals" I take Clarity

For glyphs I take Force

For "Quintessences" I take Potency

For "Masteries" I take a 21/0/9 build.
First, I will start with the "Offensive" masteries.
I place a point in this to give me a boost of 5 AP after an ignite aswell as 5 AD which is also good for CS.
I place 3 points in this talent respectively as this is raw AP only 3 because, 1 point goes toward
I place 4 points into Sorcery simply because, the cooldown reduction is amazing and really the only good grab of it's tier for
I place the point into Arcane Knowledge of course who could turn down 10% Magic penetration?
I place 3 points into havoc. This is a Highly Underestimated talent among the community in my honest opinion. When it comes down to in 1.5% bonus damage on a combo is pretty nasty damage...
I place 4 Points into blast. Free AP?? Yes please :D
I place 4 Into Archmage 5% bonus AP... Enough said.
I place the final point for the offensive tree into Executioner to give that extra push to secure a kill. Amazing talent how could you pass it?? :P
Now to go over the 9 in the utility tree!
I place the 1 point into Summoner's Insight simply because, 15 seconds off flash is amazing. You never know when that 15 seconds less could get you out of a tight spot or even secure a kill.
I place 3 Points into expanded mind, the mana is nice but the real point of this talent is to get to the next teir of it.
I place 3 Points into meditation. Mana regen is amazing and gives you more room to poke your opponent with your Q.
I place 1 point into Swiftness increased run speeds good and it gets you down to your last point.
I place the final point into runic affinity. Longer duration on blue and baron buffs. Blue is especially good because that means you can poke alot more and farm alot easier aswell.
First, I will start with the "Offensive" masteries.










Now to go over the 9 in the utility tree!






This skill is amazing for flashing in for that kill that nearly got away or... Maybe even jumping over that wall to escape a gank from the opposing team.

Ignite is amazing for securing a kill along with stopping the opponent from healing himself with lifesteal or spellvamp.

Keep in mind you wont be gaining that early AP from an ignite if you do end up going for a first blood or a kill in general.

I'll start off with Ahri's Passive
With this passive you have amazing sustain in your lane.
The best ability to charge up the stacks of your passive would have to be
as it passes through multiple targets ensuring you get that 3 stack everytime.
When Ahri's passive reaches 10 stacks her ball will begin to glow green instead of blue.
When the ball is Green try to make it pass through as many targets as you can to ensure you get the maximum healing possible.
For skill Sequence I start with Q
and max it first seeing as this is her #1 Damage ability.
At level 2 I like to take a point in E
because, it is very helpful at harass and or safely escaping a jungle gank without needing to flash. I choose to max this Ability second.
At level 3 I take 1 point in W
and choose to max it last as
and
are your core damage abilities.
At every level your R
is available be sure to place the point in it. This ability is nothing short of amazing!
It can be used to dive that enemy on the tower or maybe even charge over the wall or away from the opponent in general.
It has 3 charges of usage per cooldown.
Great ability for offensive and defensive
A general Ahri combo against an opposing champion would be to
->
and if you see them low enough that you know you can kill them and they flashed or are attempting to land that skillshot control
with your
active to be shooting them at the same time Ignite if needed and enjoy your delicious feast.

With this passive you have amazing sustain in your lane.
The best ability to charge up the stacks of your passive would have to be

When Ahri's passive reaches 10 stacks her ball will begin to glow green instead of blue.
When the ball is Green try to make it pass through as many targets as you can to ensure you get the maximum healing possible.
For skill Sequence I start with Q

At level 2 I like to take a point in E

At level 3 I take 1 point in W



At every level your R

It can be used to dive that enemy on the tower or maybe even charge over the wall or away from the opponent in general.
It has 3 charges of usage per cooldown.
Great ability for offensive and defensive
A general Ahri combo against an opposing champion would be to




When farming creeps in your lane try to "last hit" as much as possible as you don't want to open yourself up too much to ganks.
You can however use your
through minions and hit the enemy champion to "Poke" at them to keep the pressure up.
Remember to take advantage of Ahri's
combined with
to maximize your sustain when those bullies try to keep you from your precious farm!
When your jungler provides you "Blue Buff" feel free to farm your minions with
try to hit the enemy champ whilst farming to back them off and force them to miss farm.
You can however use your

Remember to take advantage of Ahri's


When your jungler provides you "Blue Buff" feel free to farm your minions with

For items take
Along with
x3 to start the match off.
This start will ensure you have the mobility to avoid enemy "Skill-Shots" alongside having health pots to add to your sustain to maintain farming.
I generally like to go "B" when I have enough gold to buy my
alongside a
or 2 depending on how you're going in lane.
The rings will add to your survivability from the HP alongside your poking capability from the MP5(Mana Per 5 Seconds) on the rings.
At this point you should be doing some decent damage alongside being pretty scary depending on how soon your able to get these items.
Up next is your
this item synergizes very well with Ahri to add even more spell vamp to give that extra boost to her already good lane sustain ability alongside Ability Power.
Try to generally get your
as soon as you can after your revolver due to the increase over time on it.
This will give you more health mana and ability power to make you that much more of a force to be reckon'd with.
After these items are built you can generally go about the others in the order you wish.
Personally I like to get my
or my
before my
.
It all depends on the situation if your generally getting hit alot or having some trouble escaping
gives you that boost of Health + a slow to aid in running or chasing an enemy champ.
If your team is doing a good job protecting you then, you can feel free to go for your
then
to give the extra devistation.
I know people are probably at this point questioning... "Why on earth would you build A DFG on Ahri??"
Well to sum it up easily imagine hitting
->
->
->
on any opponent this is pretty much 100% HP to Zero if not hunt them down with
and
their smashed face, feel free to laugh at their demise.
There are specific situations where teams will stack magic resist during this time of dilema a
will be in order.
This item is situational sometimes it doesn't really pay to transform it from a
Try to watch for teammates builds if you have a teammate going for a WotA then you can double up the aura if not then you may want to keep it as a revolver.
Ty to MarlFox for reminding me of such situations can't believe I spaced mentioning them =.=;;


This start will ensure you have the mobility to avoid enemy "Skill-Shots" alongside having health pots to add to your sustain to maintain farming.
I generally like to go "B" when I have enough gold to buy my


The rings will add to your survivability from the HP alongside your poking capability from the MP5(Mana Per 5 Seconds) on the rings.
At this point you should be doing some decent damage alongside being pretty scary depending on how soon your able to get these items.
Up next is your

Try to generally get your

This will give you more health mana and ability power to make you that much more of a force to be reckon'd with.
After these items are built you can generally go about the others in the order you wish.
Personally I like to get my



It all depends on the situation if your generally getting hit alot or having some trouble escaping

If your team is doing a good job protecting you then, you can feel free to go for your


I know people are probably at this point questioning... "Why on earth would you build A DFG on Ahri??"
Well to sum it up easily imagine hitting






There are specific situations where teams will stack magic resist during this time of dilema a



Try to watch for teammates builds if you have a teammate going for a WotA then you can double up the aura if not then you may want to keep it as a revolver.
Ty to MarlFox for reminding me of such situations can't believe I spaced mentioning them =.=;;
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