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Ahri The Nine-Tailed Fox

  • Mid
  • 4800
  • 880
  • Essence Theft
  • Orb of Deception
  • Fox-Fire
  • Charm
  • Spirit Rush
Health Points 380
Mana 230
Damage 50
Attack Range 550
Armor 11
IP Cost 4800
Health Regen 5.5
Mana Regen 6.25
Attack Speed 0.668
Movement Speed 330
Magic Resistance 30

1 lvl

[S4]Midnight Ahri Guide

MidnightAhriEuw Last update: October 16, 2014

Item builds

Start items "

  • Health Potion

    x3
  • Doran's Ring

Core items "

  • Sorcerer's Shoes

  • Void Staff

  • Rabadon's Deathcap

Endgame items "

  • Banshee's Veil

  • Guardian Angel

  • Abyssal Scepter

  • Athene's Unholy Grail

  • Zhonya's Hourglass

  • Rylai's Crystal Scepter

  • Rod of Ages

  • Lich Bane

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MIDNIGHT AHRI BUILD

--Starting Items --Core Items --Good and Bad Situationals Starting items: Main Starting Items: Dorans ring + Health pots x2 This provides you with great sustain. This combined with Ahri's passive Essence Theft means that you have Extra health + manaregen + AP + Spellvamp from Passive. Great start, works almost against every opponent. Sustain Starting Items: Flask + Healthpot x3 This is the safe start. You have the Health with the flask and the pots. Also in the flasks are Mana potions, you can stay in lane until around 2.2k gold, but you should do your first back aroun 1.8k gold max. I usually go back around 1.3k-1.4k gold and buy my first back items. Trinket: Warding Totem Always buy this trinket, unless you and your jungler are premade and you want him to gank a lot. I don't advise you to do so because you'll roam yourself. Also, you have the second slowest base movement speed in the game, early ganks can kill you if you dont watch out! First Back: >1.8K gold: Dorans ring + Codex + Wards + health pots I normally go back around 1.4k gold, on that moment I'm around level 6. I buy another dorans ring, Codex, and some wards. From this moment you can kill your opponent, or start roaming. <1.8K gold: Large rod + wards + health pots You have a big boost in AP now, you can kill the caster minions with orb of deception(Q) in 1 time now. This is also great for roaming since you can kill your enemy now from full health if you land everything(unless they are tanky). Core: I recommend getting atleast 2 core items every game, even if you think only situationals would be better. Rabadon/Voidstaff or DFG/Rabadon or DFG/Voidstaff. (These items always work) Rabadons Deathcap: Important item on almost all AP carries, it boosts your AP with 30% and gives 120 AP. Deathfire Grasp: Best item on Ahri ever! The active of this item stacks with the 20%+ from Charm(E). This makes you have 40% extra Magic damage. Also the DFG has 120 AP so this is in my opinion the best item on Ahri. Voidstaff: Another Core item. It gives magic pen, some AP really great item. Good and bad situational items: Bare in mind. These are Situational. Even the bad items may come handy when the time comes. But for me they don't seem pretty good on her. Also, you can build these anywhere in the build. this depends on their team and how fed they are. You can't always have the same build over and over. I do it a lot of the time because I'm used to playing Ahri but in 5v5 ranked team you see me with the weirdest builds. Don't be afraid to change your build around if that makes you win the lane/game. Good: Lich Bane: This item is perfect, If you know you can get a lot of auto attacks off and don't get punished for it, take this item it's really good for helping your team push, and adds overal more dmg to your kit. Using this combo: (r) e w q -> auto attack -> r -> auto attack -> w r -> auto attack. Also the low cd on w, makes it good for pushing. Its a nice item but I don't get it often after the nerf. Zhonyas Hourglass: This item gives 120 ap, and a great panic button to give you a extra 2 sec to wait on cooldowns or wait on your team to follow. You can go really deep now. Good item 7/10 would get every game. Rylais Crystal Scepter: This is a great item on Ahri, since you have to kite the enemy after you bursted someone down. This is the perfect item for it!, it provides a slow on any target you hit. Q slows for 15% (aoe). BUT your E and your W are single target dmg. This means that your 3 foxfires from W all slow for 35% making you landing skillshots even more easy and get you easy escapes, also great for catching up. If I don't get zhyonas I usually buy Rylais. !EXTRA! In the 4.13 patch Rylais got buffed, it now gives 20 ap more but 100hp less (100 ap/400hp) This is really good for Ahri since the item is really strong on her. Abyssal Scepter: This item provides you with MR, AP, and a magic pen aura, this is really good if you're against someone that can burst you down before you can even react or just when you're behind. Banshees Vail: This item allows you to go in a teamfight, kill someone and get back out. Banshees can block one of their spells so you wont get stunned or snared. Guardian Angel: Second life, why not. It has good basic stats for armour and magicresist. This works the same as banshees or zhonyas. You die in a teamfight because too much cc. Guardian angel is the perfect solution. Athenes Unholy grail: Don't buy this unless you're really having mana trouble, or you think your team can carry you. Most of the time people in challenger or LCS players take this item as a first or second item. I DON'T recommend building this every game. I only build this when I'm against Akali/Diana, and sometimes Syndra (but usually I buy Abyssal Scepter). Morrelonecom: Good alternative for Athenes, it gives enough manaregen and you have inflicting wounds passive(in other words you destroy enemy hp regen if they get under 40% health). But no magic resist. Bad: Rod of Ages: This item is for scaling champions. Ahri is really good in midgame from level 6. You can burst people down before they can kill you. Rod of Ages gives mana and health making you more tanky. You don't need this on Ahri, you have enough mana, and because of your burst, mobility and other deffensive items you can easily survive most fights and possibly kill your opponent. Mejais Soulstealer: Well, this item. Everyone knows what this does. It's high risk high reward. if you stay alive and get assists/kills this item is the best. BUT you're a mobile squishy mage, this may backfire at you and you'll lose your gold/itemslot. Archangel Staff/Seraph's Embrace: These Items use Tear of the Goddess. You'll have to stack the tear for a pretty long time, and since Ahri is early-midgame champion you wont benefit a lot from this item. Also you don't need this much mana. Nashor's Tooth: You'll auto attack, but not this much. You have a lot of waveclear and with lich bane, you should not have problems getting down turrets. There is actually almost no situation where this item would be good or better then another item on Ahri.

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Orb of Deception

W

Fox-Fire

E

Charm

R

Spirit Rush
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SKILLS

You max your Q first, this is because of easy waveclear and poke. Also because of the nerfs of W it's now way better to max your Q. The second skill you max is W, you do this because of the extra burst and great damage. I take charm on level 2 to prevent people from ganking me, and I take Foxfire on level 3, once level 3 I start to think how to charm my opponent in lane, you win a lot of trades with ahri early on if you E-W-Q poke, because of the charm +20% damage multiplier, you can easy burst them down. Do this 2 times and they need to go back to base or else you kill them. Be sure to just poke E-W-Q and then run, before they return the damage, they are charmed and can't damage you. that's why this is VERY good. WATCH OUT YOU SPEND A LOT OF MANA WITH THIS. 4.12 patch! You now can use Q for pushing in early levels and use it to poke a lot more, the mana cost is lowerd by 15 at all ranks, meaning that you don't have the same mana problems as before. If you farm good enough you wont have any mana problems while using Q ABILITIES ESSENCE THEFT(passive) Gains a charge of Essence Theft whenever a spell hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell heals her for 2 (+1 per level) (+9% AP) whenever it hits an enemy. ORB OF DECEPTION(Q) Cooldown: 7 Cost: 55/60/65/70/75 Mana Range: 880 Deals 40/65/90/115/140 (+35% Ability Power) magic damage on the way out, and 40/65/90/115/140 (+35% Ability Power) true damage on the way back. FOX-FIRE(W) Cooldown: 9/8/7/6/5 Cost: 50 Mana Range: 800 Releases three fox-fires that lock on to nearby enemies (prioritizes Champions) dealing 40/65/90/115/140 (+40% Ability Power) magic damage. Enemies hit with multiple fox-fires take 30% damage from each additional fox-fire beyond the first, for a maximum of 64/104/144/184/224 (+64% Ability Power) damage to a single enemy.. CHARM(E) Cooldown: 12 Cost: 85 Mana Range: 975 Blows a kiss dealing 60/90/120/150/180 (+35% Ability Power) magic damage and charms an enemy causing them to walk harmlessly towards Ahri for 1/1.25/1.5/1.75/2 second(s). Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect. SPIRIT RUSH(R) Cooldown: 110/95/80 Cost: 100 Mana Range: 450 Nimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 70/110/150 (+30% Ability Power) magic damage. Can be cast up to three times within 10 seconds before going on cooldown.

Summoner spells

Spells

  • Ignite

  • Flash

Spells

  • Teleport

  • Flash

Spells

  • Exhaust

  • Flash

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SPELLS

Flash: Good for every situation you can use it offensively or defensively, it can get you away or extra kills, ALWAYS take this even when you can get away with your ult. Ignite: Extra damage, why not? helps with your burst and overall disable the healing of your opponent. Teleport: Good in some cases, I almost never use it or I have to be in a full party with good communications, great for roaming. Exhaust: The new thing in midlane that wrecks ad midlaners/assassins. Take exhaust vs Zed, vs other champs its just optional but works really well against zed.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +12.06 magic resist
  • +8.55 magic penetration
  • +0.585 Greater Seal of Clarity
  • +14.85 ability power
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RUNES

Ap Quins for some damage. Magic resist/lvl Glyphs for mr in lane/late game. Mana regen/lvl Seals for not running out of mana that easily, this helped me out a lot with farming and roaming! Take Armour Seals if youre against ad heavy team or ad bruiser mid. Magic pen marks for more damage.

Masteries

  • 0/1
  • 0/4
  • 4/4
  • 2/2
  • 0/4
  • 4/4
  • 1/1
  • 0/3
  • 0/1
  • 1/1
  • 0/2
  • 0/2
  • 3/3
  • 1/1
  • 0/1
  • 0/3
  • 4/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 0/4
  • 0/2
  • 0/3
  • 0/3
  • 0/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

0

  • 0/1
  • 3/3
  • 3/3
  • 0/1
  • 0/1
  • 2/3
  • 0/3
  • 0/2
  • 0/4
  • 1/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

9

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MASTERIES

Basic masteries

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