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Runes: Standard runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Zed
You need to remember this quote:
"good Zed is untouchable"
If you respect him you will have a chance to beat him, on start he will just try to harass you with his shadow + abilities combo but if you manage to avoid it then it's fine... until he get all that delicious lethality before you get zhonya and that's where the fun starts. He will be everywhere where u don't want him to be. And he's even hard to catch because of his high mobility and ability to reposition himself multiple times in fight. You should consider taking exhaust against him since it will reduce his damage when he jump on you and of course rushing zhonya with early stopwatch.
Amumu
Ammunu is go to Low Elo junger thanks to the CC he provides when he ganks your lane + he's really tanky later into the game. His bandage toss stuns the target (they won't move) and his ultimate is another big AoE stun. this combo will lock down your enemies and give you enough time to get closer if you are slow to react and deal that sweet damage we want to deal as mid laner. Oh did i mention that his passive also increases your damage on the target when ammunu applies it because you deal magic damage? Really strong synergy in total.
Amumu
Ammunu is go to Low Elo junger thanks to the CC he provides when he ganks your lane + he's really tanky later into the game. His bandage toss stuns the target (they won't move) and his ultimate is another big AoE stun. this combo will lock down your enemies and give you enough time to get closer if you are slow to react and deal that sweet damage we want to deal as mid laner. Oh did i mention that his passive also increases your damage on the target when ammunu applies it because you deal magic damage? Really strong synergy in total.
Introduction







- fun to play
- has outplay potential
- very mobile
- abilities synergy
- Easy to pick
- Big damage when you get your items
- very squishy (one of lower base hp pools in game)
- skill shot reliant
- vulnerable without ult
- small impact on the game when behind
With time you can basically delete cons I stated here. Like with every champion, the more you practice the better you are with that champion so putting some time might be necessary.


P - Vastayan Grace
Innate: Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gain 20% bonus movement speed for 3 seconds.
It's pretty simple passive, hit 2 spells on your enemy and gain movement speed for 3 seconds but


Passive: Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next Orb of Deception heals her for 3/5/9/18 (+ 9% AP) every time an enemy is hit.
Active: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing true damage instead.
This simple ability is our main damage source. It deals two types of damage:
- magic damage (can be reduced with magic resist)
- true damage (can be reduced only by shields and damage resist)




The most important part about this skill is to master it's second part when orb is returning. The orb always returns to you so you can change the direction of the skill if you move around, flash or use your

Trick:




Active: Ahri summons three spectral flames which orbit her for up to 5 seconds. Flames prioritize champions hit by Charm or any enemy hit by Ahri's last basic attack, within 3 seconds and Range icon 725 range. After 0.25 seconds, each flame targets a prioritized enemy, or after 0.4 seconds pursues the closest visible enemy in range, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage. Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.
This ability doesn't have some built-in crazy rng into it, you can control which target the flames will attack. Flames will attack the targets in this order:
- targets hit by your
charm
- champions (especially those who u hit with basic attack)
- target of your last basic attack
- rest of enemies



Trick: if you use




Active: Ahri blows a kiss in a line that deals magic damage to the first enemy hit, charming and slowing them by 65%. If Charm hits a champion,

Charm is slow moving skillshot that applies debuff charmed on anybody who will get hit by it. it will cause enemies to walk towards you slowly while being unable to attack and it's a great set up for your

Trick:

Active: Ahri dashes in the target direction, and then fires energy bolts up to 3 visible targets to deal magic damage. Spirit Rush can be recast twice more at a 1 second static cooldown within 10 seconds of activation at no additional cost.
This is the skill that adds some



Mastering efficient use of this skill to redirect your


For mid lane there are few spells that you will want to use, due to in game balance you might not see your favorite spell here. I'm not saying that they are not viable but if you can use something 1/30 times i think it's not viable










Pro tip: it removes













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When it comes to our main rune we have 2 options:
-
Electrocute is a rune that adds greatly into your burst combo. It's good for us since it helps us to win more fights when going all in. It's base dmg is better then that of
Dark harvest and with that it offers better early game. I would pick this rune if i play vs someone who won't let me poke them too much so i will have to go for "all in" more often in order to kill them.
- New
Dark harvest is surprisingly good. It offers you nice dmg after getting it stacked that outscales
Electrocute somewhere in the mid game. The pros of this rune are that once stacked it makes your damage very brutal and also it's our go to "multi kill" (hopefully penta) rune since it cooldown is almost non existent after getting the kill. Imagine killing one enemy in late game fight, harvesting their soul... you get damage for another enemy! And same goes for another, and another one...! It's going to benefit more from "poking" in lane where you can stack it and also successful roaming.


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With recent changes all of those 3 are viable and you should decide which to pick based on your own experience and needs:



Good old

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This rune is important. It will define your play style and have big impact on how you want to play. if you are willing to have more heals in lane so your enemies can't push you out easily go with






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Your other option is



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In your last rune slot you have what i like to call "filler rune" that will also have impact on when your runes will reach their peak performance. In my opinion you have 2 choices:







<i'm reworking this section so i will re-add explanation for some runes later>
As you probably know









they are important because of movement speed stat that is useful on all stages of the game. You have many upgrades you can get for your boots so when you should buy which boots?








item Hextech Protobelt-01Hextech Protobelt-01
Even if not mentioned in any built path above this item is actually good if you are aiming for small amount bonus burst in your kit. I had many situations where this item decided if i will die in 1v1 or not. It's a good item but not many people are enjoying multiple active items in their inventory and not many people build it these days. But i still think this item deserve mentioning (who knows, maybe it will come back one day if the buff it a bit)

This is item which can make any



Finally we will have a talk about more viable items.




The potential this item brings to the table is worth mentioning even if you normally don't see it often. Again, it's active item which has one big disadvantage: "you have to charge it". Without it this item is basically useless even if it grands you big AP stat. You want to have it charged as much as you can (80+ charges is optimal in my opinion) before using it in situations where your fight won't extend too much (active bonus last only 4 seconds). In longer fights it's better to buy



Both of those items represent your defensive options you can have in game. With their stats you can guess right that





Early mentioned item that we will now explain why it's viable. It offers some nice base stats (AP, health) but the true power lies in it's two passives. The first one increase your damage the longer you fight and after 5 seconds in combat your damage is increased by 10%. In a fair teamfight this extra damage will result with significant damage output increase as far as you manage to land your spells on enemies and not die (can't deal damage if you are dead, smart). The second passive burns your enemies with magic damage. This damage is doubled against movement impaired units (slows etc.) and that's where


Another item with lot's of potential but requires smart usage. It requires you to make use of it's passive which works only when you use basic attacks. Every 1.5 second after using ability you have empowered basic attack that will deal extra magic damage that scales with your AP on top of that. Pair it with




This item is simply too good to pass in most scenarios. It offers you very powerful stat combination. Health makes you harder to kill while AP adds to your damage + it's quite big amount. Besides those 2 stats this item offers you two passives. First will give you flat magic penetration that will add to your damage and this stat is important on every AP champion that is focused on "bursting" their enemies. Other passive applies debuff on your enemies that reduces their healing effects so if enemy ADC is using heal or your opponent in lane has a way to heal himself/herself, this item will make their life nightmare (looking at you


Our main item for reason. Nice AP, Mana (after mana item nerfs boost importance of this stat) and cooldown reduction. All we need in one package. Not to mention awesome passive that can even secure you some kills with a bit of luck and boost your minion pushing power. With this item you won't run out of mana in the middle of the fight too so i would recommend it to everybody who want to test their


Two words: "Must buy". you can never go wrong with



extra AP, more mana regen and nice "Sorcery" passive, you can't go wrong with this

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