- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Ability Power+4.95 ability power
Greater Mark of Magic Penetration+0.87 magic penetration
Greater Seal of Resilience+1.41 armor
Greater Glyph of Magic Resist+1.34 magic resist
Reds MPen: One of the, if not the best marks that should be used on any AP caster. The only other option IMO, is hybrid pen, for those of you who plays extremely aggressive early game and want to use that extra Armor Pen for snowball purposes.
Yellows flat Armor: Flat armor on yellows is a solid choice for most matchups mid. Not only does this let you save a rune page (a big deal if you only own 2~3 rune pages) for some games where you face AD bruiser mid, flat armor grants you a big edge in trading in laning phase, where a lot of damage also comes from auto attacks. On top of this, flat armor also reduces damage from minions, who will aggro you when harassing and trading damage. Two alternatives :
1. HP per level : useful in most situations, if you do not feel like playing too aggressive early on. This is a good safe choice if you are generally a passive player.
2. Mana regen per level : Constantly using your abilities in lane will make you a much more difficult opponent to lane against, and mana regen runes lets you spam more spells than you normally are able to.
Blues Flat MR: The reason for flat MR blues is being able to trade with the enemy AP carry. If you can out trade your opponent then you will slowly build an advantage in lane and can hopefully maintain it. If you are against an AD champion then use AP/level for better scaling
Quints Flat AP: I feel like these Quints are the best for Ahri as it adds to your early-mid game burst right from the get-go.
- Points Available: 30 / 30
These are the most standard masteries you can run. It has the damage and the best utility masteries that a mid laner can have.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
Flash: The most OP summoner spell in the game even after the Season 1 range nerf. Very limited champions can get away with not having flash, and Ahri is not one of them. Allows for aggressive plays early because if you get ganked you can fall back on this escape before you have your ult.
Ignite: No AP assassin could function without this summoner spell. This summoner deals more SCALING true damage and can help secure kills that you might otherwise have missed out on. Also hard counters many heal-based champions such as Vladimir and Swain.
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