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Spells:
Flash
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction

Hello my name is DrunkBunnyGoHome and I´ve been playing
- And at the end of this guide im certainly you will too!
This is not just another copied guide, I put a lot of time in this guide, experimenting and finding the best way for YOU to enjoy and play
Always remember to have fun and
Good Luck!
Pros:
+ Great damage
+ Strong in early and mid game
+ Great harassment
+ Great damage
+ Super mobile
+ Amazing CC
+ Ult allows her to turret dive and secure kills
Cons:
- Relies on
- Weak against stuns
- Squishy (until you get core items)
- Weaker in late game
- OOM (Out of Mana) situations can easily appear if played too agressive
- Low mobility without her ultimate

Recommended
9x
I recommend taking
9x
Greater Seal of VitalityI recommend taking Greater Seal of Vitality (+1.08 health per level).
You want to take nine Greater Seals of Vitality in which theese add a big amount of health. This give you more health and survivability. Greater Seal of Vitality will mean a lot when getting ganked or if you just are in a sticky situation, theese Seals might come in handy.
9x
I recommend taking
You want to take nine Greater Glyph of Warding as theese will give you more magic resistance against other AP champions. I prefer taking Greater
3x
I recommend taking
You want to take three Quintessence of Potency as theese will be very helpful in early game, basically they will give you an edge early in the game leading to that you can harass your oponent strongly and even secure an easy kill.

Alternative Runes that might work well
Some additional AP is also avaliable for
It is also possible to go with
In the end it all comes down to personal preference, it´s your choice if you either prefer runes that give you mana regan or runes that give you more ability power.

Offence
This mastery works good with
Instead of
Take this mastery for cooldown reduction, 4& helps out a lot!
Magic penetration is a must, take this to deal more damage.
You wanna take this mastery because it increases your damage output.
This mastery works great with
This mastery also increases your ability power by 5%.
Take this to deal more damage. Increases damage dealt by 6% to targets below 40% health.Utility
I take this because I use
Take this for a nice mana boost, gives you 216 mana at lvl 18.
Increases your movement speed.
It´s pretty usefull as this give you 3 mana regen per 5 second. Sometimes
This is a great mastery which increases the duration of your buff which mean more time with blue buff for Masteries are about personal preferences. If you want to change some masteries it´s all about you and how you feel you can make it better with
Recommended
As for summoner spell you should go with
For example:

Alternative Spells that might work well

Essence Theft - (Passive)
Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
- Essence Theft is not expended if her next ability doesn't hit an enemy unit.
- Spirit Rush's 3 separate casts are considered as individual spell casts; it is therefore possible to gain 9 charges by only activating Spirit Rush.
- Essence Theft cannot be charged or consumed with Ahri's summoner spells or items active effects.
- When Essence Theft has 9 stacks, Ahri's orb becomes green, and therefore her next ability has 35% more spell vamp.
Orb of Deception - (Active Q)
Cooldown: 7 seconds
Range: 880
Cost: 70 / 75 / 80 / 85 / 90 Mana
Ahri sends out her orb, dealing magic damage, and pulls it back dealing True damage.
You want to max out
Fox Fire - (Active W)
Cooldown: 9 / 8 / 7 / 6 / 5
Range: 800
Cost: 60 Mana
Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions. Additional fox-fires that hit the same target will only deal 50% damage.
You want to upgrade
Charm - (Active E)
Cooldown: 12
Range: 975
Cost: 40 / 65 / 80 / 95 / 110 Mana
Ahri will blow a kiss that travels in a line in front of her. It will damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.
Spirit Rush - (Active R)
Cooldown: 110 / 95 / 80
Range: 550
Cost: 100 Mana
Ahri dashes towards the cursor and fires essence bolts, dealing damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Used very effectively to clean up, in that meaning; take down several enemy champion with low health. A great skill to escape sticky situations and get away if you are ganked. If you land your combo:
When you get your
By the time you are going back for the first time you want to get
If you already got your two
Highlights for Early Game:
+ Last hit minions
+ Check bushes with your
+ Harass your opponent with
+ Always have an eye on your mana
+ Ward your bushes on the right and left to prevent ganks
Sometimes when playing

Remember that sometimes it might be a little bit risky to stay in the enemy jungle too long as the enemy team itself or their jungler might come after you. If you are going to their jungle I would recommend you to take some of you teammates with you so they can help you if necessary.
If trouble is around the corner you can use you
Highlights Mid Game & Late Game:
+ Stand behind and harass the enemies in a team figt
+ Don´t play too agressive
+ Getting the blue buff will help you a lot
+ Land your skillshots
+ Use
+ Use
Before I go on telling you which items to buy and not to buy, I gotta say that it is all about personal preferences. You might have heard it before, but it is 100% true. It´s all up to you to decide how you want to build a champion, maybe you wanna start up differently or add you own finish touches and thats allright.I´m not going to tell you what to do and what not to do, I will tell you what I personally think is suitable and great for

Starting Items:
Movement speed is always great to start with, you aren´t that slow in the beginning which honestly feels really great. The health pots does also help out a lot if yout health is low.
Basically you start with everything you need, a bit more Health, ability power and mana regan. Due to lack off movement speed you are not as fast as if you picked Boots and Health pots which can prove to be very annoying.
Core Items:
Kage's Lucky PickThe reason why I chose this is because of the +500 health you get and aswell it provides you with +80 ability power. The best thing about
Sorcerer's Shoes are always nice to have with +20 magic penetration and also you´ll get Enhanced Movement 2 which makes it a lot faster and easier to get across the map faster. It´s an important core item for
Kage's Lucky Pick This is a great item that I later build into
Following up Items:
You want to follow up with
After you have gotten your
Finishing Items:
A great item that provides you with +90 ability power, +40 magic resistance, 15 mana regan and also 15% cooldown reduction. This item is just great and give you even higher burst and magic resistance as well as cooldown reduction, I recommend taking this item for more damage and also less cooldown which means
A ridiculously great item that provides your champion with +50 armor and astonishing +100 ability power. Take this item for more armor in which case will be needed late in the game and also for even more ability power and higher burst damage. I choose this because I find it great in late games, giving your

Other Items
I don´t really find this item necessary to 
It can actually be a great item to have, it give you +70 ability power and +57 magic resistance. I would recommend buying this only if the enemy team consist of a lot of magic dealing champions or AP carrys that is doing better than you. Other than that I personally don´t find it that needable, I´d rather focus my
It can be good if you are having mana issues in the beginning, but the lack of cooldown and ability power from this item doesn´t really make it a suitable item for

It´s acutally a pretty decent early game item, it provides you with +25 ability power, +200 health and +20 magic pen. It works in early game, but as your opponents get´s better items
It´s a pretty good item, but I wouldn´t recommend buying it for
It´s acutally a good item and when stacked up to 20 you can get some really nice ability power. But to get this item you have to be doing really good in a game, if you are doing really bad this is not an item for you as it stacks up because of kills and assists and if you die you loose some of those stacks. I would recommend this item only if you are doing good, if your team are loosing its worthless getting this. But it´s not worth to risk anything, so it´s better to play safe by getting a good build instead of
It´s a great item and the magic penetration really helps you out aswell as the ability power. If you rather want more magic pen I´d recommend taking this item. But I find it better to take
It´s a great item and gives you +50 ability power. Personally I don´t think it´s that much needable, you´ll pull off with +50 ability power in the beginning but in the end I think that getting Kage's Lucky Pick and then later turning that into





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