This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
- 2 skill shots - fun, skill and great at hitting targets you can't see!
- High burst
- Amazing mobility
- Low cooldowns
- Range CC/taunt
- Farms and pushes with ease
- Built in spell vamp
- Can carry bad teams
Cons
- 2 skill shots - a blessing and curse all wrapped up in one
- SQUISHY
- easy to run out of mana if you aren't careful / know how to play her well
- burst, mobility and damage wrapped up into one ability
- focused a lot late game
x3 for good AP
x9 love that magic penetration! These help a lot with First BloodGreater Seal of Replenishmentx9 early game mana management is Critical. Those extra bits of mana equal out to a lot of extra
x9 ability power? yes please. Grab these for that extra bit of ability powerI don't see much need to explain EVERY mastery choice as I'm sure you already know why they are being chosen. I will however explain why I did not get certain ones.
- 5 Ability power? That's not very much... especially seeing as you're probably not going to try for a kill every time
- As
-
- And by
- Great for that little extra bit of damage, for heavy healers, and great to troll you up some
- Probably the most overused summoner spell in the League... and with good reason! You might say, "but you already have 3 flashes!" WRONG!
- This is a good spell for those that are new to
- This isn't that great on Ahri seeing as you can chase very well and hopefully your tank will be going in first. It can save your fox hide if all of their carries are focusing you.
- I've already said that
- This should only be used while trying to practice
- This is also good for a practicing
- This is another good spell for practice. It is a pretty strong heal now and can not only save your hide in a teamfight but you alli's as well. Grab it for practice but nothing more. You are going to be running away more than fighting.
- You do not want to push your lane. If you did you would use
- This is actually a pretty good summoner spell and most people don't give it credit but it is not very good on
- You don't jungle. Moving on.
- Not good for Summoner's Rift and you can outrange the turrets in Dominion.
- Buy some wards, leave this to your support. You can get away from virtually any gank, even that punk
- Pretty worthless for someone that's used primarily to assassinate low health targets. Oh, and you're not going to die much. 4 deaths in one game for
- So let's break this down. On the way out it does regular magic damage but on the way back it deals true damage! Ok so this means we would rather hit them on the way back than on the way out. No problem. However it would be best to hit them both on the way out and the way back. The easiest way to do this is to throw the orb so that it hits them at the end of it's travel path. At that point it "explodes" and deals both the true damage and the regular damage at the same time. It has a reasonably slow travel time so you need to line of your shots to get the most out of it.
- A lot of people don't give
- Interesting... it does a little bit of damage... Should we be factoring this with damage in mind? No not really, but when at the end of a teamfight let loose with this baby for that little bit more of damage just because. I can't begin to tell you how many times I've actually KILLED someone with
- Good lord is this one awesome ult. It is damage, chasing, juking and just plain gap maker/closer. The projectiles will lock on to enemy champions, as in it fires at 3 champions, not at the 3 closest targets like - Level 1 - The best way to start off is by getting
Orb of Deception. This is your most powerful spell and can be used offensively to poke and farm.
- Level 2 - The next best ability to get is
Charm. The real reason we get this next is to protect ourselves from ganks and
Fox-Fire isn't really going to be used yet.
- Level 3 - Next we'll get
Fox-Fire. The reason I buy this next is because I like to charm and QWE combo my opponent as soon as I get the chance. There will be minions in the lane and that is why you need to get as close as possible so that the missiles lock on to you opponent. They never see it coming. This little extra bit of burst will come in a little later.
- Level 4 - At level 4 we're going to go ahead and start maxing
Orb of Deception since it is going to be our primary spell we'll be using from here on out.
- Level 5 - Still maxing
Orb of Deception!
- Level 6 - This is where
Ahri becomes a real pain to lane against. After she has
Spirit Rush you can dive their turrets all day long. If you bursted the enemy down a good bit wait for them to come out to last hit minions. When they do hit them with an
Orb of Deception. You should have hit them enough times that they will be at 20% health. Go ahead and dive on in! If they are at 30% or below its a guaranteed kill! Make sure you activate
Fox-Fire when you're right next to them for maximum damage. To escape either
Spirit Rush back out or over the walls.
Recall immediately! If their jungler comes up to gank you, (and the chances are slim,) you shouldn't have to waste your flash to escape.
Levels 7 - 18
No need to break it down step by step here. For the most part you're going to want to look at how the game is playing out at this point. Of course you're always going to take
Spirit Rush at levels 6 / 11 /16 but for the other abilities you're going to want to take based on the situation, so ask yourself...
Do you completely dominate the lane? As in you have him pushed (or not pushed) to where ever you want and you have a jungler for ganks?
Are you getting hit a lot but you aren't taking TOO much damage and a little more spell vamp can solve the problem? (ie
Karthus is landing a few
Lay Wastes on you.
Are you currently fed? As in even the sight of the
Ahri icon on the minimap force your lane (and the next closet lane for that matter) to recall?
Are you completely lane dominated? As in you have been shut down and are forced to play defensive, (ie the enemy is crazy good at landing damage on you are you are highly prone to being turret dived and ganked.)
Ok then you ask me, "Ravenholm why do I not buy it?"
Easy! It gives stats that
Ok then, "What do I replace it with?"
Also Easy! A
Yeah BUT "
Ok, fair enough, I'll give you this one.
Bottom Line
1.
2.
3.
4.
5. Kage's Pick gives a good bit of bonus gold for buying this eatly, not to mention it provides substantial AP.
or
x2 -
orKage's PickThe next thing I buy is
- is a great item for
- this is truly an amazing item and I can't begin to tell you how many times this has won teamfights in ranked matches with me playing
- an awesome item for any AP caster especially near the beginning of the game. This gives you lane sustain, tankyness, and upgrades over time. A perfect item for
- the hands down best AP caster item in the game. 140 ability power AND on top of that you get 30% more ability power! A complete must have!Where you want to go next is your choice! It's all going to depend on the situation.
Now we have to ask ourselves a few questions again...
- Do they have a lot of magic resist? --
Void Staff - Do they have a lot of harass? --
Will of the Ancients - Do they have a lot of CC? --
Banshee's Veil or
Quicksilver Sash - Are you being focused a lot? --
Zhonya's Hourglass - Do you foresee completely completely destroying them? --
Mejai's Soulstealer - Do you need some more cooldown reduction? --
Morello's Evil Tome
- This gives some added tankyness to
A lot of other people also like the passive on this item. The main problem I see with it is this, they're in your melee range you're probably too close to them. This is a late game item and late game is where
- Now this one I do like but it should be the only pure defense item you're getting. The real use to this item is in its awesome passive! A free Bush Checking -
Leading your target -
Turret Diving -
Counter Ganking -
Sniping - What do I mean by sniping?
Initiating - "I'm not a tank! Why would I start?!" Because you have RANGE on them. Not only can you punish them for venturing too far out, you also line up the PERFECT shot for your tank or utility to do whatever they need to do with a well placed
Level 6 - hmm, once you're level 6 you've honestly entered your ganking phase. If you can't get a gank mid or if mid has recalled just go to another lane and smash them. They usually don't see it coming and with a well placed
Mid Game - once you're around level 10 - 14 you're going to be rolling around in gank squads. Place some Sight Wards around mid so that you can see the guys trying to help mid as they push. Slam 'em with a
Late Game - late game you're going to be a lot less useful than your early game. Sit in the back and try to just chase after kills and poke with
Legend
- Red - Baron and Dragon are critical ward
- points for not only ganking when the other team is going for a kill but to also see what is going on in the rivers.
- Yellow - Ward in these bushes to go for ganks on the middle. It also lets you see where people are going to gank top and bottom lanes.
- Blue - Ward here and you will know where their jungler is so you can quickly dispatch him in the early game.
Ahri WILL destroy a tank early game because you will probably be 1 - 2 levels higher than him. - Green - Have your lanes ward here to protect themselves against ganks.
Leave a comment below if you have something to add or if you have a question and I will see what I can do to answer it / add it into the guide. If a question / comment does make it into the guide I will be sure to put in credit where credit is due!
1/22/12 - Guide published
1/23/12 - fixed error in items section, thanks Needlous
1/27/12 - fixed minor errors
1/30/12 - after trying some more suggestion from other guides (ahri and other AP) i've updated a better item order!





You must be logged in to comment. Please login or register.