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Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
Thank you for making this guide a Featured Guide on MOBAFire!

____Hello, I'm Apfeljack. I have been maining

____This guide is not just another standard AP carry build copied and pasted onto

A lot of thought, calculations and experiments were put into the item choices and they get the best out of our favorite Fox Lady!
____IMPORTANT: You shouldn't follow the build seen on the cheat sheet blindly, because it often proves to be better to make situational changes to it (mainly depending on team setups and how well your enemy is doing).
By the time you've mastered

____ Good luck and
Have fun!

Recommended
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9 x ![]() Magic penetration marks are the most effective damage runes for mages. Picking nine of them gives your spells a nice amount of burst damage. |
greater seal of vitality | _ |
9 x greater seal of vitality HP/level seals add a big amount of health. They are especially good on ![]() ![]() |
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9 x ![]() I pick magic resistance glyphs instead of AP glyphs because ![]() ![]() |
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3 x ![]() Flat AP Quints are especially helpful in early game when you're trying to harass and pressure (or even kill) your opponent. |

Alternatives

____Some additional AP for




greater seal of replenishment
____Many people like these and, yes,

You will notice that your mana problems are gone once you've bought your


____I believe that utility is sometimes underrated but more movement speed can aid certain playstyles. If you like to kite and roam a lot, then these are amazing.

Some explanations
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Especially good when you're using ![]() ![]() ![]() |
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Additional 3 AD from
![]() ![]() ![]() ![]() |

Recommended


Ignite has many great uses



Because of the mastery



For example: initiate with





Don't hesitate to use

Keep using



Why
Flash?
Even though


Sometimes


It even works offensively.


Alternatives













The following chapters focus on the skills and describe more ways to use them.

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Essence Theft - (Passive) - ![]() |






The only problem with


When


Multi-target spells like


Use



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Orb of Deception - (Active Q) - ![]() ____Cooldown: 7 seconds ____Range: 880 |
This is her main damage skill and a great harass tool.
The true damage output on its way back is amazing, so always try to make it hit!
Don't forget that


Cast your spell and instantly back off after its first hit to get out of turret range before it can damage you.
Don't forget that it only works when your minions are tanking the tower before you initiate.

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Fox-Fire - (Active W) - ![]() ____Cost: 60 mana ____Range: 800 |
This skill deals a nice amount of damage but is a bit trickier to use since you can't directly control the flames.
The spell's flames attack your enemies one after another (with a tiny delay in between).
Every


Each circle shows each

If the enemy stands in the clear area, all three fires will hit them. If they stand in one of the other areas, only 1-2 flames will hit them.
In a nutshell: Stand close to your target to make sure that all three

This spell is great in combination with




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Charm - (Active E) - ![]() ____Cooldown: 12 seconds ____Range: 975 |


When there are no obstacles in the way, initiate with


It's also great to keep your enemy away while running. Cast


In team fights, use




After you've harassed your enemy down to critical health, use

If



Sometimes, it's hard to initiate with

When you're having trouble reducing their life like this, try to initiate with



It's risky to initiate with

Of course, you can also use the dashes to escape.
You can jump over walls with





I always cast




Playing


Of course, skilling

I prefer skilling




In current meta game, there's usually a solo top lane, a solo mid lane, a duo bot lane and one jungler in early game.
Ranged AP Casters are preferably going solo mid lane so that's where

Start out with



Pulling/Leashing
Many junglers need help in the beginning (they usually start at Blue Buff which spawns at 01:55). Do so by attacking their targeted monster with your

Good junglers will start at the Wolf camp, which spawns at 1:40, close to the Blue Buff. In this case they will need you to deal some additional damage to the wolves.
Wait for the jungler to make the first hit and throw an

Then pull Blue Buff as explained above.
Last Hitting
Do not auto-attack the enemy's minions. Only last hit them to collect the gold before they die.
Pushing your lane is bad because it'll get you closer to the enemy tower and make you much more vulnerable to ganks. Your jungler is going to hate you for pushing the lane, since it makes it much harder for them to gank your lane.
Consider warding the enemy Wraiths camp and steal them when you have the opportunity. Kill your own jungle's wraiths camp when your jungler is not around to kill them.
Harassing
Harass your enemy from a safe distance with

Missing your skillshot often results in loads of wasted mana. So observe your enemy well: How are they moving?
If your enemy is dumb enough, it won't be hard to kill them even before you get


Early game with

Recall for shopping
Try to stay in lane as long as possible - even when your opponent recalls or dies. (Don't forget to call M.I.A./SS when they are nowhere to be seen.) While they might buy an item or two, you'll farm loads of EXP and gold.
A good time to recall is when your own tower's safe from any harm and when you have farmed enough gold to buy a new item - either


When to start pushing the lane?
It depends ... sometimes you just go back and forth between your tower and the enemy's tower without any kills or chances to attack their tower. You'll have to endure this phase and wait for a turning point. It's best when a team member comes to gank your lane.
Some enemies will push you back into your tower on purpose which is bad.
Killing creeps under your turret is a lot harder and it will keep you busy while the opponent leaves to gank other lanes. Immediately push back in these situations!
If you want to roam a lot and gank other lanes, you should be the one pushing instead.

Warding
Do yourself and your team a big favor by buying 1 or better 2 sight wards, whenever you recall (if you have enough gold). Then ward the brushes in the river to your left and right OR the jungle exits. This can save you from sudden ganks.
Buying sight wards is expensive but it's also important. Every ward can be an escaped death - isn't that a great deal for only 75 gold? :)
Ganking other lanes
It's good to leave your lane for ganks when you already have your two Doran's Rings and

A successful gank is great but even when you didn't get a kill it's still good. Let the enemy team know, that they have to look out for you and force them to play defensively.
Ganking needs some practice because you need to land your

Always leave for your mid lane immediately when your turret is (or is about to be) in danger.

The laning phase is over, several outer turrets destroyed and team fights are ringing in the start of mid game.
Team Fights
Even though



You shouldn't leave the team fight or die until the very end. So play it safe!
The enemy will try to retreat as soon as your team is about to win the team fight. This is where your




Double/triple kills ahead! :D
Blue buff
Crest of the Ancient Golem (20% cooldown reduction and tons of mana regen), commonly known as Blue Buff or just Blue, is great for almost anyone - especially AP casters.

- You can spam your skills without having to worry about mana at all
- Since you're smashing all your spells into the enemy team's faces, they'll be perma-slowed through
Rylai's Crystal Scepter
- Even more sustain in combination with
Will of the Ancients

Killing neutral monsters is a bit of a pain for AP Casters in early levels so rather ask for help when you want to get it. Many junglers need the blue buff themselves in the beginning but a good jungler will give it to their team members, when they don't need it anymore.
A very nice jungler will give it to you constantly from level 4 onwards which wins you the upper hand in lane and surely pisses off the opposing mid laner.

Consider stealing the enemy's blue buff in their jungle if it's available. It's very risky though, so don't go alone when you don't know the exact location of all enemy champs.



Practice your skillshots
Seriously, do that! Mid and late game offer the best opportunities to practice skillshots and clever positioning. Landing skillshots isn't easy but you'll only get better if you keep trying.
-
Here are some tips:
- Watch where your enemy is running and cast your skill shot a little ahead of their way to catch them.
- Learn how the enemy moves, observe them well so it's easier for you to predict where they're gonna run next
- Be creative and experimental! Shoot into Fog of War, over Walls, etc. You'll soon feel as though you're having full control over your skillshots.
Defending towers/base
Keep an eye on your remaining towers and keep pushing your lanes when there's no team fight.
If you see enemies targeting your tower, go there immediately but hug the tower as long as it stands. Don't go in alone,

Mid and late game is all about teamwork. There isn't much that a single champion can do alone, it's more about moving together and using good team strategies.
Gain as much experience as possible during these phases and keep using your skills the way you've learned before.
sight wards and the mini map are your best friends.

Step one: Starter set




Starting with these is never wrong, that's why they are in the standard item build. Early mobility makes dodging spells, kiting and farming a bit easier and the

The only downside is that you lack damage and mana regen but that's not as bad as it sounds because harassing or killing is not your top priority in early game! Can't say that often enough.
Step two: Stacking
Doran's Rings



This method is very underrated in lower ranks but a standard procedure in higher level games.

So here's the rule:
Whenever you have the feeling that you're not winning the lane, buy a

However, in some games, I just don't buy any

- The enemy is not very harmful and you dominate easily
- The jungler always gives blue buff to you
- You have enough gold for another item

In a nutshell. No need for stacking when your enemy sucks!

Sorcerer's Shoes
These shoes are the key to early burst damage and also provide the needed mobility for dodging and roaming/ganking.
Every champion starts out with a natural 30 Magic Resistance = 23% reduced damage from magical damage. The 8.55 Magic Penetration from


These shoes stack well with

kage's lucky pick_
Kage's Lucky Pick
This item is needed for building

I like to buy the the kage's lucky pick component fairly early because it provides gold per second and a little extra AP.
The longer you have this item the more gold will it collect for you so it's good to have it around for a while before you eventually turn it into a

It is possible to buy kage's lucky pick even before you complete your




Abyssal Scepter
This item used to be extremely underestimated but many players have finally found its full potential.
In the past, almost all AP carry players would choose to buy magic penetration relatively late (usually a

There are some mages like




Since

In fact, all of

Then why is this item still good on

It is true that harassing your opponent from long range will most likely not trigger the +20 magic penetration. Still, the +70 AP and the +57 magic resistance are not part of the AURA so they are a permanent enhancement!
Also, when you're out for a kill, you would usually make use of


Once you've jumped to their face, the UNIQUE aura with +20 magic penetration will take effect.
In a nutshell: Theoretically, most of






Deathfire Grasp
Here goes formerly underestimated item number two.


This item's UNIQUE active is good for initiating a fight and works miracles when used against tanks and other characters with a lot of health.
When you have



Rabadon's Deathcap
You need this item because it will boost your damage output immensely!










Zhonya's Hourglass
This item is not so popular with beginners (I'm not sure why ... maybe they underestimate the active) but it is in fact a true lifesaver! Oh yeah, and once again, additional AP.
Also, additional armor which is sweet because normally AD carrys will be pretty deadly in late game.
Using

Being immune at the right time can not only save your life but it can also completely turn around the situation.
There are a lot of clever ways to use the stasis like making your enemies waste all their ultimates on you while you simply don't give a ****. Afterwards you can either kill them or escape.
For starters, I'd say that you should just keep experimenting. Use this when you're about to be focused or about to die and you will soon get the feeling for the right time to go into stasis.


Rylai's Crystal Scepter
+500 Health is a great bonus for even more survivability and +80 Ability Power for more damage.
The best thing about





Take a look at the video to see how much of a difference it makes!




However, do not always build

The Situational Items section will help you choose the right alternative items!

Make use of the TAB button on your keyboard as often as possible and check each champion's items. Which items are your team mates building? And more importantly: which items are your enemies aiming for? Then, adjust your item build to the situation.

Mercury's Treads
Why they are good:
- Magic resistance in early game makes laning phase less hurtful
- Tenacity helps against CC
- Mobility is good for roaming/ganking
When to buy:
- When laning against
LeBlanc so her immense burst becomes less effective.
- After buying void stuff - sell your
Sorcerer's Shoes and get these instead


Guardian Angel
Why it's good:
- Provides armor and magic resistance for a balanced enhanced defense
- Revives you after death
When to buy:
- Replace either
Zhonya's Hourglass or
Rylai's Crystal Scepter with this item when you need both: magic resistance and armor
- When you're being focused by the enemy team a lot


Will Of The Ancients
Why it's good:
- Permanent spellvamp for endless sustain
- Also improves your damage
When to buy:
- When you feel like you could need more spellvamp
- When you have another player in your team who uses
Will of the Ancients to get the double effect for both of you

Should I replace the


Good question! Let's have a look at each item's stats:
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We have 28.55 MPen from 9 x


Resist reduction and resist penetration are applied in this order:
____1. Percent reduction
____2. Flat reduction (

____3. Flat penetration (


____4. Percent penetration (


Let's assume that our enemy is your typical squishy champion with natural 30 MRes and a


1. 20 Magic Resistance (flat) reduction through

2. 28.55 (flat) Magic Penetration through


3. 10% Magic Penetration through


1. 28.55 Magic Penetration through


2. 46% Magic Penetration through


Soooo 28.31 MRes vs. 27.78 MRes ... that's pretty much the same result for two different items. But what are we missing?
Abyssal Mask has a MRes reduction AURA = all your team mates benefit from this
Abyssal Mask grants 57 Magic Resistance. FIFTY-SEVEN MAGIC RESISTANCE, yup!
THE RULE: Only consider replacing


In case you are getting a



I'll explain this much: Since percent MPen is being applied after flat MPen,



Not recommended items
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![]() Compared to other AP casters ![]() ![]() ![]() ![]() ![]() |
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![]() I'll be straight forward: This is a noob friendly item because it's easy to use (spam ALL the spells!). It's not useless but there are other items which exceed the damage output reached through ![]() |
____Please don't downvote my guide because you don't agree with some of the skilling/item choices I made. I'm not voting down other guides for that reason either because I know that there are many ways to build a champion (but instead discuss their choices with them).
Don't hesitate to ask questions or give suggestions/corrections instead.
____Enough with the wall of texts.
Have fun rocking with
Ahri! :D
Special thanks to the following MOBAFire members for their suggestions to my guide: Bryun, PsiGuard and MiamiHurricane!

Damage reduced at later ranks to 40/65/90/115/140 from 40/70/100/130/160.
Ability power ratio increased to 0.4 from 0.375.

Damage reduced to 85/125/165 from 100/140/180.
Ability power ration increased to 0.35 from 0.3.
V1.0.0.134:

The allied HUD indicator will now remain green until all 3 spell casts are used.
Cooldown between casts increased to 1 second from 0.75.
Cooldown increased to 110/95/80 seconds from 90/80/70.
V1.0.0.132:


- Updated

2012/05/21
- Updated 6th item slot in the standard build to

2012/06/06
- Now picked


- Changed standard starter items from



- Added patch history.
2012/06/07
- Guide had a complete makeover with new graphics and some colours for extra pwettiness~~ Brb, puking rainbows.
- Corrected some typos and wrong grammar.
- Minor changes in the descriptions.
2012/08/21
- Recommending


- added

2012/08/31
- FINALLY updated the whole build
- A lot of new explanations in the Items sections
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