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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Annie
This braindead champion is one of the best picks to deal with Ahri.
This is how it works, both of you are short ranged damage dealers,
Ahri deals unreliable and mediocre damage(skillshots) as a trade off for high mobility allowing her to dodge enemy skills.
Annie deals insanely high and reliable damage(targeted/instant AoE) since she doesn't have anything to trade off for.
When you are a squishy that relies on dodging at close range and are against one of the highest damage close range mages that can't miss their abilities you are going to have a bad time.
You shouldn't let Annie get close in laning phase since she wins trades with her abilities, this means the lane will be decided by trades with your Q, and her 625 range autoattacks. If you land your Q's consistently you can win and hold her back.
Post-6 however things change, her Flash Tibbers combo is brutal, if you are not on 100% HP she can and will 100-0 you with Ignite and there is very little you can do to avoid it except for instantly Flashing as well yourself. She is also amazingly easy to gank for and this is what makes Annie such a hard lane.
Luckily the bright side is you can still win with good Q poke since if you start winning in lane you can begin to just brute force her down and beat her if she is behind, I would highly recommend you rush Abyssal or Rylai's against her for survivability to her combo.
Pros / Cons
-
Pros
Incredibly mobile
Can kite just about any champion in the game
Great for pick making or follow ups due to her mobility combined with Charm CC
Kit has amazingly good synergy with items like Luden's, Lichbane and Rylai's
Very versatile in her build options
One of the strongest midlane gankers
"Burst" mobility makes her often overwhelming to face as a champion reliant on skillshots
Cons
Skillshots on and short range on lead to somewhat unreliable damage sometimes
Brush(and lack of vision) screw her W/R targeting over
Charms high mana cost(85) make it a punishing spell to use in lane if it misses
Naturally a very squishy champion. A caught fox is a dead fox.
Shutdown by movement impairing effects can make her an easy target in teamfights
If you have a bad game, you are next to useless as you offer less than average utility for teamfights
Extremely close range for a mage, has to use her mobility/kiting to keep herself alive when so close to the enemy
For mages there is only 2 choices for marks, Magic penetration and Hybrid Penetration. Which depends on the player, the difference in magic penetration between the 2 sets is only 2.3 so basically depending on the player/champion IF you autoattack your laner whether it be harass or in duels hybrid penetration will work out better for you. Flat penetration is for those champions that don't ever auto (Karthus / Cassiopeia) but Ahri is one of the mages that fully utilizes autoattacks at all times so she will benefit more from Hybrid pen.
The purpose of these flat health seals is just to keep your level 1-6 as smooth as possible, an extra 72 HP is pretty significant especially early on to keep you decently durable to survive against lane bullies or champions with strong harass.
If you are against a laner who deals physical damage, you can swap 5 of these(or all of them) for flat armour seals as it can be somewhat suicidal to face most of them with no bonus armour. AD laners tend to be quite scary with their all in's and autoattacks that hit as hard as spells.
Most of the time I'll run CDR/level Glyphs on Ahri since I don't often get any CDR from items early in favour of Needlessly Large Rod items. Running CDR here is IMO the best option since you lose the least for picking up the CDR in your runes.
If you are against something scary like Annie or LeBlanc I'd suggest you run Flat MR glyphs instead, 30 MR vs those people is a deathwish.
Since you are a soft mage whose primary focus is on dealing damage, offense is the tree to dedicate your points into since it obviously will offer the most benefit towards your damage dealt which is the most important for you to try and improve.











Utility
Utility is the tree I dedicate my last 9 points too. Reason being is the 9 points into utility just offers more use than 9 into defence. The added benefits of lower summoner cooldowns, longer blues and movespeed just outweigh a small amount of extra durability.





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