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Spells:
Flash
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
In teamfights, she can bait enemies out of position very easily, with Charm, and with the temptation of killing her, opening up the field to your teammates.
Rune choices are typical caster. Survivability seals are viable as well, though in an ideal case, Ahri should be attempting to avoid engagement until the enemy is weakened and out of position enough that a kill is likely. Ahri does struggle with mana, which makes the Seal of Clarity a very useful choice.
Maximizing damage output is the name of Ahri's game, and murdering targets that are low or out of position make these choices a must. For sustainability, an alternate choice would be 9/0/21, investing 3/3 Transmutation, 4/4 Awareness to lane slightly ahead of others, and then continuing through the right side of the Utility Masteries.
Ahri struggles with mana early game, with powerful attacks that are difficult to back up with the mana pool needed to sustain. Obtaining Tear of the Goddess early alleviates this, and enables her to lane much more successfully, as well as preparing for a devastating late game with Archangel's staff. Followed by Rod of Ages, this will continue to help her sustain and build. As Ahri can clear minions very quickly with her Orb of Deception, this allows for the player to farm very effectively, and using her Charm ability skillfully can still net kills.
Zhonya's is excellent for Ahri. The large amount of ability power it grants her is an obvious choice, but in addition, it can be used opportunistically during a team fight, to throw the enemy into confusion when she uses Spirit Rush. Spirit Rush (1-2), Orb of Deception/Fox Fire, Zhonya's (1 Mississippi, 2 Mississippi), Charm / Spirit Rush to escape or kill. All while the rest of your team is engaging.
Why Zhonya's?
Zhonya's is excellent for Ahri. The large amount of ability power it grants her is an obvious choice, but in addition, it can be used opportunistically during a team fight, to throw the enemy into confusion when she uses Spirit Rush. Spirit Rush (1-2), Orb of Deception/Fox Fire, Zhonya's (1 Mississippi, 2 Mississippi), Charm / Spirit Rush to escape or kill. All while the rest of your team is engaging.
Ahri's main damage dealing ability is her Orb of Deception, dealing a significant amount of magic damage on its initial pass, and true damage on its return trip. The main use of her Charm is to enrapture an enemy for long enough to chain her abilities in quick succession, then either retreat for cooldowns, or use Spirit Rush to yield the kill. Alternately, initiating with Spirit Rush, then Charming, using Orb of Deception, Fox Fire, then rushing twice is extremely damaging. One or two charges of Spirit Rush can be retained to retreat, depending on the depth of the dive. Don't dive too far, as you're not invulnerable during the dash.
Ignite is critical for obtaining kills, and with Improved Ignite, buffs your Ability Power when off cooldown. This is extremely useful for Ahri.
As a secondary, Flash is useful for escaping after a difficult dive, or for an engage on a questionable Charm, but is potentially tied with Ghost for usability.
Teleport is also viable, particularly if you're midding or solo top, to maintain a presence in lane or quickly switch lanes to support.
Other summoner spells should not be used on Ahri.
As a secondary, Flash is useful for escaping after a difficult dive, or for an engage on a questionable Charm, but is potentially tied with Ghost for usability.
Teleport is also viable, particularly if you're midding or solo top, to maintain a presence in lane or quickly switch lanes to support.
Other summoner spells should not be used on Ahri.
This is a late game oriented guide, as it focuses on sustainability in lane, alternate builds will be added with further testing, as I enjoy Ahri's play style quite a bit. This is not the only solution for Ahri, as some builds will do more damage (Mejai's Soulstealer is a good and useful choice, though it makes you higher priority for a gank when playing against a well organized, communicative team), but it is a very viable and dependable one. Screenshots will be added as I have the time to continue testing.
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