Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Exhaust
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
Ahri is a great champion to work with as she's middle ground between a 2 second nuker (Leblanc) and a damage per second caster (Malhazar) Her taunt is like Morgana's stun. It sets her combo rolling. It's EXTREMELY viable in teamfights because you can initiate from afar and let your team do the work. Like Akali, she's a great kill stealer, as both utlimates have 3 shots and have short/no cooldown during use. Her ultimate makes her a very versatile player. The 3 flashes (as they've been dubbed) allow her to retreat to safety, position her spells or harass at different points. She's honestly not a hard player, as Riot makes her out to be. If you are at least a decent player and not a total noob, you will experience the world of Ahri. Have fun Summoners(;
With runes, I get
and
for flat ability power. Flat ap runes are a lot better than tiered ones because you get a lot more out of them early game. Late game, the extra ability power doesn't make much of a difference.
I get for magic penetration to maximize magic damage, as is standard with most casters.
is bought because it gives the most cooldown reduction you can get without sacrificing some ability power. This is personally my preference but is also a good altternative.
I get for magic penetration to maximize magic damage, as is standard with most casters.
is bought because it gives the most cooldown reduction you can get without sacrificing some ability power. This is personally my preference but is also a good altternative.
Doran's Ring
Rod of Ages
Will of the Ancients
Sorcerer's Shoes
Rabadon's Deathcap
Morello's Evil Tome
it give's the same amount of cooldown reduction as the blue golem
Zhonya's Hourglass
-
extra health, useful mana regeneration and ability power
Rod of Ages
-
Catalyst makes her less squishy, the health and mana return after leveling is also nice, the permanent additional health and mana is great late game
Will of the Ancients
-
the team buff will help your entire team, assists allied mages GREATLY, and the buff can stack multiple times
I personally get
Sorcerer's Shoes
-
magic penetration is always beneficial
Rabadon's Deathcap
-
packs on pure ability power, it's unique passive stacks on with the extra ap from the mastery
Morello's Evil Tome
-
the mana regeneration makes
it give's the same amount of cooldown reduction as the blue golem
Zhonya's Hourglass
-
I get this because Rabadons don't stack, zhonya's gives about the same amount of ability power and the stasis can save your life
I max Orb of Deception (q) first because the true damage is awesome. It also gives a MAJOR health refund when you use it with her 9 hit spell vamp ability.
Next I max Charm second because fox fire isn't very strong until you have LOTS of ap. Charm allows ahri to be a counter to Rammus (the taunt) as well as the true damage from q.
I max Fox-fire last because as I said, it's not very strong early game, because of that decreasing damage thing Riot put in. It's still a great move since it prioritizes champions, but that's how I do it.
Her utlimate Spirit Rush is upgraded every time it's available, as standard with all champions.
Next I max Charm second because fox fire isn't very strong until you have LOTS of ap. Charm allows ahri to be a counter to Rammus (the taunt) as well as the true damage from q.
I max Fox-fire last because as I said, it's not very strong early game, because of that decreasing damage thing Riot put in. It's still a great move since it prioritizes champions, but that's how I do it.
Her utlimate Spirit Rush is upgraded every time it's available, as standard with all champions.
In my opinion, the mastery I use for Ahri is universal for mages. Because of the Sorcerer shoes, they end up being kinda of slow, due to the fact that mages don't need attack speed (zeal, phantom dancer, etc.). Executioner and Havoc help increase your damage dramtically, and Archmage is the ****. Let me demonstrate. Say you have 600 ability power. 600 times 1.05 = 630. And the other offense moves stack on, giving you around 660 from 600 originally.
Ahri is such a great player, she's already a common ban (no wonder). With Ahri, I've won most of my games, even carrying the feeders sometimes. At this point in LoL, the noobs should have some idea on how to fight her, but you should still be able to dominate pretty well. Her orb of deception allows her to be successful in any lane. You'll outfarm the enemy and wihin 10 minutes, their turret will be down.
I get Ignite to ensure kills and Exhaust is great against gankers like
or
. It also neutralizes the effect of
. The combination of these two have saved my *** many times before I have my ultimate ready. There's not much else I can explain here but the Summoner Spells are very situational. Adjust them to your team or to the enemy.
Pros
Cons
-
versatile
true damage against enemies with high magic resist
at least 3 flashes in one use (depending if you use flash for a summoner spell)
hard pusher
taunt
abilities prioritize champions
Cons
-
kinda squishy before catalyst, watch out for jungle ganks
if they corner you and you have no ultimate ready to use, you're butt ****ed
You must be logged in to comment. Please login or register.