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Ahri Build Guide by RockitoAhri


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League of Legends Build Guide Author RockitoAhri

Ahri Ranked Guide - Diamond 1 OTP - Patch 8.3

RockitoAhri Last updated on February 16, 2018
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

8.3 Competitive Ahri

Ahri Build

Domination
LoL Path: Domination
LoL Rune: Electrocute
Electrocute
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Zombie Ward
Zombie Ward
LoL Rune: Ravenous Hunter
Ravenous Hunter

Sorcery
LoL Path: Sorcery
LoL Rune: Celerity
Celerity
LoL Rune: Gathering Storm
Gathering Storm
Bonus:

+11 Attack Damage or +18 Ability Power, Adaptive

LeagueSpy Logo
Middle Lane
Ranked #11 in
Middle Lane
Win 52%
Get More Stats

Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R


Threats to Ahri with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Ziggs No need to explain the easy matchups
3
Xerath No need to explain the easy matchups
3
Vel'Koz No need to explain the easy matchups
3
Twisted Fate Beat him up and break his legs so he cant roam.
3
Brand No need to explain the easy matchups
3
Lux No need to explain the easy matchups
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Pic to make the guide look cool.


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About

D1 (Ended D1 This season) Ahri main with 1.5 Million Mastery points. This is the build and runes that feel the most optimal at this moment. I have climbed to the top of the ranked ladder with Ahri and this build feels one of the most competitive ones for the champion. Hope you find it useful.

(Season 7 Achievement)


Active Discord community of Ahri mains(and not only) where you can ask me or anyone else any questions you might have or just have fun.(Join link below) ^^


https://discord.gg/m3Nsj9R


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A Short Montage Made Only from D1+ Ranked Games


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Items





This build gives you extra early/mid game magic pen keeping your relevant when people build MR or being a real threat to squishies as you negate a huge amount of their MR. The extra HP (haunting guise) provides quite the survivability. Tanks are not as immune to Ahri with liandry, Rabadon and Void. This keeps you relevant at all stages of the game.

(Those two can be built either as a final item or right after morello (before you finish Liandry's if the matchup you have is unfavorable)


The "In case of Zed" build path is pretty self explanatory. If you are playing vs a Zed on mid lane this is your best build path where you will still have very relevant damage and have enough defensive stats to not just survive but win 1v1's. Rushing Zhonia's will allow you to survive, but not win. This is what you are running to WIN, not just survive.

A similar Build path could be taken vs Mages, but its less efficient. Its a bad build path. You are surviving, not winning, which is not what we are aiming for. Playing smart and safe where you have to vs some mages is better.


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Ranked Play

Yes this build and runes are more suited towards "competitive" ranked environment (Made with trial and error on whats the best way to get ELO as Ahri).


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Runes

Aery nerfed. Electrocute is what you get to carry games now. Early its still worse than Aery, but that does not make it completely bad. You can have a more controlled lane with 1 tap of Damage activatable when you need it (For example taking a 1v1 fight). Its not an excuse for you to not win lane or avoid any kinds of fights. (Oh I'm not running Aery and Electrocute is weak early so I won't fight. NO. Wrong mentality.) Everything is just as winnable if not better if played correctly.


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Some useful things about Ahri's abilites.


Passive-Essence Theft
Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft 2 Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next ability heals her for 3 / 5 / 9 / 18 (+ 9% AP) for each enemy hit.


Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing Hybrid penetration true damage to all enemies it passes through on the way to her current location.

DAMAGE PER PASS:»
40 / 65 / 90 / 115 / 140 (+ 35% AP)
While the orb is travelling, Ahri gains 300 - 80 (based on time) bonus Movement speed

(Tips)
Q gives movement speed. On lane you will miss this ability. It happens. It is pretty obvious when you throw an autistic Q and it wont hit. After you see that, you can walk forward for a free auto attack and run back. So even if you miss you are getting something out of it, don't miss this opportunity.


Ahri summons three spectral flames which orbit her for up to 5 seconds.

After a brief delay, each flame pursues the closest visible enemy, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage.

MAGIC DAMAGE:
40 / 65 / 90 / 115 / 140 (+ 30% AP)
Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.

ADDITIONAL MAGIC DAMAGE:»
12 / 19.5 / 27 / 34.5 / 42 (+ 9% AP)

(Tips)
W. Don't cast it at the same time with your ult(R). Doing that will almost always result in the fox fires flaying the fk away to a target you don't want. R > Then use the W.


ACTIVE: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit, charming them and slowing them by 65%.

MAGIC DAMAGE:
60 / 95 / 130 / 165 / 200 (+ 60% AP)
CHARM DURATION:
1 / 1.25 / 1.5 / 1.75 / 2

(Tips)
E. You can wind up the animation of the charm. Cast E. About 0.5 seconds (max) you can flash and your E will have (almost) no cast animation and cast from the location you flashed to (you will stop for a brief second to cast it). You point to the location where you want the charm before you flash, not after.


Ahri dashes in the direction of the cursor and fires up to three energy bolts that each pursue one of her nearest visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time.

MAGIC DAMAGE PER BOLT:
70 / 110 / 150 (+ 25% AP)
Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on cooldown.

MAXIMUM SINGLE TARGET DAMAGE:
210 / 330 / 450 (+ 75% AP)

R. Too lazy to type for this one. Later.


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Spells


Flash ignite only. I honestly don't take anything else.

Its wrong. In some situations taking an alternative spell is better. This is something that is not that good to copy from my playstyle. ¯\_(ツ)_/¯

Cleanse, exhaust and barrier are the other viable spells for Ahri that you can take.


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Summary

Go gain that ELO!