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Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction - read this first
Welcome to my all new guide on how to play Ahri in S3. Alot has changed since the start of season 3. Especially with the introduction of yet another new (old) jungle, and loads of new recipes and combinations.
You can review some of the most important changes here:
Now back to Ahri,
She is very fun to play, but you might have difficulties playing her right, especially if you find it hard to hit skill shots (her ability to assassinate the enemy carry relies heavily on landing her


With S3, alot has changed and it seems the new masteries have become more of a game-changing factor than the old ones. Case in point: I remember obliterating the enemy top lane, playing as

Anyway, I will explain some of my less obvious choices below:

I can hear some of you thinking 5% isn't very noticable. And you might be right. But I'll take 5% turret damamge over 0.66% damage or 1% CDR.
These are the masteries I find most useful on Ahri. I suppose you could go 9 in defense too. But that's just personal preference. If you prefer to have some bonus health, then I strongly suggest you adding some manaregen, because otherwise you just won't be able to keep up with harass/farm in lane.
Runes




For runes, I take a pretty standard AP caster set. But runes are all about personal preference imho. I will provide an explanation as to why I use these, and some options too.
The

The


For glyphs I use

Other very viable options are:
- Seals
greater seal of replenishment These seals will make you just that much more dangerous between level one and six. Mix these with the mp per 5 per level anyway you want, they are great.
Greater Seal of Armor When you trade hits with your enemy, these seals will make you come out on top for sure. The reduced minion damage and AA damage can be the difference between scoring first blood in mid and die to the minions, or scoring it and survive with 10 hp.
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