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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Gangplank
Avoid to stay close to him when his Passive is up. Try to bait him to blow up his barrels. You can attack him afterwards if he misplayed it.
Champion Build Guide
My name is Max Dixon and i'm League of Legends content creator. I started to play LoL in 2016. My highest ELO at the moment is 💎Diamond 1 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server. I've got three times to Diamond in different season and now I'm more focused on creating guides and videos with reviews of the strongest players in the world, growing my channel by sharing my experience and training new champions for the marathone to Master+ in the future.
I also want to invite you to subscribe to my YouTube channel where I'm going to make League of Legends content:
https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
I would be very happy to build my first audience with 1000+ subscribers and start streaming😊
I hope this guide will help you to improve your champion's understanding so it would be more fun to play!
Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!
Have a nice reading! 📖🤓

1. Great mobility with the possibility to go through walls.
2. Good escape and chasing potential.
3. Nice wave clear + great mobility = amazing roaming potential.
4.

5. She has powerful burst damage and sometimes she is able to 100>0 HP one shot squishy enemies.
CONS:
1. Immobile and vulnerable when her R is on cooldown.
2. Squishy and can be quickly killed, especially if she is CC'ed.
3.

4. Weak before level 6 because she consumes mana very quick and she is immobile without her








Ahri gains bonus movement speed that decays over few seconds and conjures three flames which orbit her clockwise for up to 2.5 seconds. Flames prioritize enemy champions hit by

This is the second ability that can potentially deal good damage. Not as good as


This skill imposes one of the best control effects, somewhat similar to the provocation effect, only the enemy does not attack you. The skill is convenient because it doesn't just stun the target, but makes the enemy move slowly in your direction, making it much easier to kill him. In some ways, it's even better than stun. It especially helps in situations where the enemy starts to run away from you. In teamfights the target that was hit by this skill usually dies right away since they are unable to do anything. For example, you can for a long time harass an enemy on the line with auto-attacks or skills, but as soon as the enemy makes a mistake and falls under the effect of enchantment, in a short period of time it is possible to unload all his abilities in him. This usually results in the enemy's death, or he can run away from you with very little health. It's not easy to hit with this ability and the enemy can hide behind their minions, but you can combine



Arie's ult is aimed more at increasing mobility than damage.



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That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.

The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.

This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).

This rune allows you to use your Ultimate ability noticably more often.

The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.

The rune gives some amount of ability haste which is overall better for this champion than alternatives



Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that





Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from











Teleport is mainly used to minimize laning downtime after













You should not spam your abilities to last hit minions early on, because it will consume all your mana really fast. You have to train last hitting minions by auto attacks so you would better feel the damage and the speed of her auto attacks. It's okay to last hit minions under your tower though. You can also use abilities to try both last hit a minion but damage the enemy champion at the same time. It is also okay to shave minion waves by using abilities in those situations when you want to do a

When your rune





MID GAME:

Mid game is the strongest game phase for


LATE GAME:
In the late game you can still make ambushes, but it's better to do together with your teammates. Sometimes even one good ambush in the bushes in the late game can be the key to victory within the next minute. In general, in the late game it is necessary to stay closer to your allies, especially if you play without


Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

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She has no clue as to the history of her vastayan tribe—or their place among the rest—save for the twin gemstones she has worn her entire life. In fact, her earliest memories are of running with icefoxes in the northern reaches of Shon-Xan. Though she knew she was not one of them, they clearly saw her as something of a kindred spirit, and came to accept her within the pack.
In that wild, predatory existence,

The world of mortals was as distant and unsettling to


When one of them was wounded by a stray arrow,


Afterward, she found that human words now came to her easily, like something from a half-remembered dream, and Ahri knew the time had come to leave the pack behind.
Keeping to the fringes of society, she felt more alive than ever. Her predatory nature remained, but she was caught up in a riot of new experiences, emotions, and customs across Ionia. Mortals, it seemed, also became fascinated by her in return—and she often used this to her advantage, draining their essence while charming them with recollections of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow.
She grew drunk on memories that were not her own, and exhilarated in ending the lives of others even as she felt the grief and woe she brought to her victims. She experienced heartbreak and elation in tantalizing flashes that left her craving more. She wept at the images of brutal invaders from a faraway land of iron and stone. It was overwhelming, but she sensed her own power fading whenever she tried to stay away, and could not help but partake again and again… as much as it pained her heart to do so.
Through countless stolen visions,

This, perhaps, was the link to a past she could not remember.
With the twin gemstones in hand,

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