This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Ahri AP Carry Middle
-
Diamond Ahri by Vynertje and t
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Some Important Words.
These words are for people in the community like Laggermeister who thinks that every guide is some guide for Doublelift to read. Well sirs, THIS IS NOT THAT KIND OF GUIDE~
This guide is best used on normal games. :) Proceeding.. .. ..

Hi readers, this is the 2nd time I am creating an

What kind of summoner am I?
My League server would be Garena, the SEA (South East Asia) branch. My current playstyle is mechanics or assassination. I mained AP Middle previously, but I slowly adapted being Marksman main in ranked games,


Ahri-


What to take note when playing

Don't ever feed, that goes for all champions. Always know how much damage you can apply in 1 burst to the enemy champion and have a certain amount of map awareness. You don't wanna

My champion select music, sets me into the mood.
-Very good mobility
-Long ranged skills which could led to very good plays
-Has CC
-True Damage
-If there are not much CCs on the other team, you pretty much won the game if you snowball.
-CC vulnerable
-Dies in an instant if gets caught and

-Cooldown dependant
-Everyone will want to get you (Probably..)











DEFENSE TREE (9 points)




Reason for my mastery tree being this way-





Runes




These Marks gives

I get these as it gives flat base armor to

I get flat ability power glyphs as it gives


I take flat AP quints to have a huge bonus of starting AP.
To fully utilize a runepage like this, when playing

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
This passive might not be of significance to you during early game, but sometimes, it might be the reason you are able to stay alive. When





Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.






- Always position the
Orb of Deception to hit when returning to you as it does true damage.
- As your orb comes back to you, moving left or right after firing the orb will adjust its angle, making you able to hit enemies that you missed when firing the orb.
- Combo your
Orb of Deception after your
Charm for an easier aim.
Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 65 / 90 / 115 / 140 (+40% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 130 / 180 / 230 / 280 (+80% of ability power).



- When getting ganked, activate
Fox-Fire when the enemy is close to you for some return damage.
- Always remember to activate
Fox-Fire when being chased, as it does not require you to stop briefly to cast it unlike
Orb of Deception or
Charm. You might even turn the situation around.
- To chase a running enemy champion, use
Spirit Rush to close the game and activate
Fox-Fire so it will not target someone else.
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
This is


- Fire this skill when getting ganked for an opening to run away.
- Use
Charm on an escaping enemy to bring them back to you, eg.
Tryndamere with
Undying Rage activated or
Master Yi with
Highlander active.
- Use
Charm on a channeling enemy, eg.
Katarina using
Death Lotus or
Nunu & Willump using
Absolute Zero, to cancel their channel.
Charm could be used to slow an enemy down when getting chased.
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 85 / 125 / 165 (+35% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times within ten seconds before going on cooldown.






- Save
Spirit Rush until the enemy is on to you to give you a better positioning.
Spirit Rush could be used to kite tower divers.
Spirit Rush can dash through many walls, including
Jarvan IV
Cataclysm and
Anivia
Crystallize.
- If have to, use
Spirit Rush to escape from pursuers.
Skill rotation should be comboed






Alternate Skill Build Used By Players At A Very High Level
The optimal diamond preferred way suggested by Vynertje and throatslasher would be to get a point at E

Item Sequence










Starting Items





Start with x1






Alternative Starting Items



Start a





Pre-Core Items VS AP



These are you Pre VS AP core items. The build I am going here will be MR piercing build, so the goal is to lower your enemy's MR as much as possible. The lower their MR = The more your damage. Getting




Pre-Core Items VS AD




Get these items if your opposing laner is an AD champion.





Core Items



The item I am going for now is





Sequence for other items
Here i will explain when to get the other items towards the final build
Will Of the Ancients

50 Ability Power. UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 20% Spell Vamp.
This item gives you a decent amount of AP (50 + 30 from aura) and not forgetting the 20% spell vamp, which heals a hell lot of your health when stacked with

Zhonya's Hourglass

120 Ability Power, 50 Armor. UNIQUE Active: Places your champion into Stasis for 2.5 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
Get this item if you are being focused down by the enemy AD carry. Its 50 armor gives you more sustain in teamfights and its active could buy just enough time for your team to finish off the carries in the enemy team or wait for your cooldowns. This item is very popular on many AP carries.
Liandry's Torment

Total Price: 2900
Recipe Price: 980
50 Ability Power, 300 Health. Unique Passive - Eyes of Pain: +15 magic penetration Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current Health per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
Not really a fan of this item, but it completes your build. You don't wanna leave that

Void Staff

Total Price: 2295
Recipe Price: 1000
+70 ability power Passive Unique: Magic damage ignores 35% of the target's Magic Resist (applies before magic penetration)
Get this item during late game as it does not benefit you that much during early to mid game. This is like the AP version of

You should go situational and buy this if you are not doing too well while laning. Fed the



Mejai's Soulstealer
Total Price: 1235
Recipe Price: 800
20 Ability Power. UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks (160 ability power), your champion gains 15% Cooldown Reduction.
Risky, but yet rewarding item. Just make sure you stick with your team and don't die in every teamfight, and voila, free AP. Get this item what you are sucking in lane as a all-or-nothing gamble and always save your ult to escape, not engage.


Rod Of OutrAgeous
Total Price: 2800
Recipe Price: 740
60 Ability Power, 450 Health, 450 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. UNIQUE Passive: Valor's Reward: On leveling up, restores 150 Health and 200 Mana over 8 seconds.
(Scrub reasoning) I hate this item. It is not good on







Most importantly, good luck and have fun on the fields of justice! (gayyyyyy~~~~)
You must be logged in to comment. Please login or register.