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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.
A common argument for this mastery is that it is bad on ranged, because if you pick it you are giving the enemy the mastery as well. Now that is sort of true but not entirely since in a teamfight you can hit as many as 5 people but they can only hit 1 of you. Not only that but when your primary role is dealing damage, that takes priority over all else including your own survival. Finally, 1.5% on a soft squishy is nothing, everything hurts a lot it is just whether or not it kills you that matters and 1.5% extra damage taken is really not going to be noticeable.
This is an absolute must since you shouldn't ever have 40% CDR from items alone, so any free CDR that can count towards that cap is worth having.
Any ability power masteries are going to be worth taking on a AP scaling mage.
5% extra damage against someone under 50% health is HUGE! This mastery is awesome since 5% is a pretty big modifier and 50% health is a massively generous health threshold for an execute.
This mastery is pretty much a must have for any champion in the game that will buy a , 5% AP for 3 points is really amazing, looking at it this way if you have 400 AP from items alone you get 20 AP for free from this mastery. Thats a free 435 gold! making it more valuable than the Mental Force mastery and it only scales further.
This mastery is pretty awesome for only 1 point. It might help you in lane by saving you from an Ignite if you just killed an enemy champion but its really value lies in teamfights, the potential to regenerate up to 25% of your health/mana can easily make the difference between surviving it or dying during it.
Penetration is a very powerful and difficult to obtain stat since it is so rare. This mastery is a must on any damage dealer in the game.
This is a quite a good 1 point wonder. Any damage helps and this especially helps with last hitting as the game goes on.
If you look at the executioner mastery, which is a good mastery, it works out to be a flat 2.5% increase in damage, generally. 2.5% for 3 points and this is 3% for 1 point, simple maths says it's a good choice especially since you already went 20 points into the tree.
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.
Since you will be using trinkets all the time you might as well make it have a bit more range, this is especially useful if you use the ward trinket to scout a bush that you think someone might be in, that extra 15% might be the difference between you getting garen'd or not.
Movement speed is awesome, this is basically a free movespeed quint and basically moves your champion up a tier in base movespeed.
Having Flash and Ignite up as often as possible is important for playmaking and in general having more uptime on them.
A point to make potions better. Only an extra 15 hp on a health pot but you need the points to get to the buff duration mastery and this is probably the best one for 1 point.
I prefer to run Culinary Master on Ahri since I tend to get involved in trades a lot, and I buy a lot of potions so I will get the value out of the extra 20 health/10 mana per potion.
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