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Recommended Items
Runes: Burst
1
2
3
Domination
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Standard
Flash
Smite
Items
Ability Order Standard
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Nocturne
Spellshield, high early damage.
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
About Me
Hello, my name is Average Lillia Player (or ALP for short) though ingame I go by Yoon. As the name suggests, I main Lillia and prefer to avoiding laning as a whole, often queuing for Jungle or Support (but mostly Jungle). Almost all of my time in the game is spent making extremely strange picks in the Jungle work out, anything from meta to borderline throwing, I'm determined to make it work.
Champion Introduction
Ganking: Good, Highly Mobile Speciality: Mid-Late Game Burst Damage Why Jungle Ahri? Ahri is a very fun mobile jungler. Although she struggles in invading she doesn't have much trouble out-ranging her opponents and provides great bait in the early game with the speed from her W and the Charm on her E. When ahead, Ahri can dish out a LOT of damage, though she wont ever have an "optimal" jungle clear. |
Pros and Cons
Builds
Ability Power is the most optimal build path for jungle, as it is her default and the damage she scales with in all of her abilities. AP Ahri is the standard, for obvious reasons. | Attack Speed Ahri works out decently well, but not as well as it could on actual ad champions. Her mobility makes her good for kiting enemies and her charm allows her to land plenty of hits. | Crit Ahri is a very... "for fun" type of build. It's hard to go wrong with crit on anybody, but not having any AD scaling on abilities obviously means she wont have as easy of a time as anyone else. It works out alright for the same reasons as AS Ahri. |
Skill Order
Q
Orb of Deception 2 / 4 / 5 / 7 / 9 W Fox-Fire 1 / 8 / 10 / 12 / 13 E Charm 3 / 14 / 15 / 17 / 18 R Spirit Rush 6 / 11 / 16 |
To begin with, Ahri goes W to kite your first buff while taking as little damage as possible. Although Q has a lower CD and a bit more damage, I find the health to be more valuable, so savor it. For level 2 we go into Q for the damage it provides in comparison to E. Simple. This is also the first ability you max out, then into W-E. Then our last ability for our first three levels is E. |
Ability Usage in Jungle
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Objectives
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DRAGON Ahri benefits the most from Cloud Soul, as the Movement Speed keeps her hard to hit and bouncing in and out of fights. |
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VOIDGRUBS |
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RIFT HERALD |
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BARON NASHOR |
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ELDER DRAKE |
Clearing
OR
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Red Side is best for Ahri due to the slight heal off of Red Brambleback buff and the AOE camps being more accomodating for her abilities AOE damage, specicially her Q. After Red Brambleback she goes to Krugs then Raptor's. | Blue Sentinel is useful for it's buff to her cooldowns and mana, but she doesn't particularly struggle with mana in her first clear to begin with. It's better to have an optimal clear speed in my opinion than have extra mana and lower cooldowns. After she finishes red side, she goes to Wolves, Blue Sentinel, then Gromp. |
Boots
Sorcerer's Shoes > MAGIC PENETRATION These are the standard boots options, acting as a great early game boost to damage. It usually won't be enough magic penetration for the latter halves of the game, but for the earlier parts it is more than enough. Ionian Boots of Lucidity > ABILITY HASTE A personal preference pick, but it's the optimal choice of boots for AD Ahri. Although it can be used on the standard build just fine! At times, Berserker's Greaves can be used in place of these on AD Ahri. |
Summary
Patch Notes
10/12/2024: Added "Builds" section.
10/6/2024: Guide Created.
10/6/2024: Guide Created.
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