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Updated
3 months ago
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Ahri Statistics for Ahri

Author's performance with Ahri compared to the ranked average.

Author
Anoladoran
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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My summoners are ignite/flash in almost every situation because the extra burst of damage from ignite will help you full on commit to those last exchanges between you and the enemy AD in lane, plus the +5 DMG buff, and +5 AP is pretty nice for your early game, the +5 AP adds another 1 dmg to your w auto attacks, which is +6 dmg total per hit, it doesn't seem like much, but it can make the difference between a win and loss, I think flash is pretty self explanatory.
In rare situations, like if enemy has Morgana/Amumu/Sona etc I will run cleanse so I don't get assassinated at the start of fights.
Read Author Notes

Runes

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For the runes I ALWAYS runs +15 AD, +13 armour, and +24 MR at level 18, this is very standard for AD carries, and VERY powerful through the laning phase - late game.

You will want the +15 AD for easier last hitting when under pressure, and the extra damage with your W passive really helps you chunk down your enemy over time, Varus is a hit and run champion that needs to abuse his range/ms to winning exchanges, the damage will always help you come on top as often as possible.

The +13 armour is really helpful for the damage exchanges also, reducing as much damage as possible between auto attack exchanges, don't know much else to say past that ^^;

The +24 MR at level 18 is REALLY important because you rarely build MR on AD carries, this will help you in the mid-late game team fights when the enemy casters are trying to explode you, it doesn't seem like much, but it will be REALLY important for those close fights when its just you and the caster duking it out.
Read Author Notes

Masteries

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1/1
1/4
0/4
2/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
3/3
0/4
1/1
Offense: 21
1/1
0/3
4/4
0/2
3/3
0/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Defense: 9
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
Utility: 0

For Varus you will ALWAYS want to run 21/9/0 because the extra armour from the defensive tree, AND the extra hp really helps you win the early exchanges, as much damage mitigation as possible is optimal for Varus, because he relies on trading auto attacks with the enemy, you will hopefully be able to wither them down, and win exchanges over time due to your durability, and high damage hit/runs.

Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

For Varus most people think maxing q or e will provide most damage, but this is untrue, you will always want to max your w for hit and run tactics, the % based on hp is really deceiving, and hits much harder than you will think regardless of no real numbers being shown, the extra damage on your auto attacks is just icing on the cake!


I ALWAYS max my w first because of Varus' hit and run wither the enemy down style, you will always win auto attack exchanges if you micromanage accordingly, it is easy to get the first, and last strike in, I usually aim to get in 2 attacks before using my e or q because your 20% AS steroid during laning phase will always let you get in the first and last strike... ALWAYS. 
If you try getting in 3 shots, the enemy usually will get in 2, and mathematically 2-1 attack exchange is more efficient than a 3-2.

You will NEVER want to max your q, it actually scales really well with AD, and doesn't require level ups to still hit hard, and in most cases you won't even be charging it up, just clicking and releasing instantly to proc blight stacks between auto attacks for huge bursts.

I like to max my e 2nd because the slow scales per level, and the decreased cooldown is really nice during the mid game.

I think R is pretty self explanatory on skill level ups.

I will go more into Varus' combos later in the guide, this isn't the last you've heard of his abilities :) 
Read Author Notes

Items

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Start With
Core
Situational

Almost every AD carry builds the same, but here is the thought process behind the item builds I use for Varus.

You will always want to start with a longsword and 2 pots.
Early game I ALWAYS aim to get x2 doran blades and berserker greaves before any big item.

Once you got your early game set up, you need to judge how the game is looking to determine which way you want to build.

If it looks like your team isn't doing too hot, or if you aren't feeling confident in your laning phase, usually I would suggest going IE - PD - Executioner's Calling first, because you will need to rely on hyper carrying, and catching your damage up as much as possible.

Now for the Blood Thirster - PD - LW build (Get the IE last)
It is a GREAT build if you're ahead, or if your team is doing alright, breaking even 5-5, 10-10, etc on kills to deaths, and long drawn out skirmishes will make the difference, the sustain will help you keep in the fights, and high damage will help you burst down targets quick.

The situational item QSS should only be built if the enemy has a hard CC champ like Veigar, Amumu, Sona, etc that is constantly destroying you with a hard CC, to instagib follow up combo, and you didn't bring cleanse.

Warmogs is a item I will sometimes build directly after my IE/PD or BT/PD if I'm really far ahead, and my team relies on me being alive, it also makes the enemies less likely to dive straight for you, so you can continue being the power house you became early.
Read Author Notes

Matchups

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1
6 months ago
What do you think of going 9 armor penetration reds instead of flat AD? It seems like it would help your lane presence and help you finish them off with your Q.
1
6 months ago
Your cooldowns are too long to warrant armor pen, also you do quite a lot of magic damage early on which doesn't use armor pen.
0
5 months ago
Armor pen does work as it is good for doing more dps to champs, ad is for last hitting but your w does that for you.
0
6 months ago
Very thoughtful guide! Can you add a short description to the item's groups?
2
6 months ago
Click the "Read Author Notes" under the item section. There is all his comments there.
1
6 months ago
I believe arpen is a good alternative, seeing as you last hit fine with your w, and always apply pressure, but I feel the arpen from offensive tree, % and flat, are more than enough during early game, so the higher flat AD means you will chunk your enemies during the early exchanges, arpen marks will obviously scale a lot better for the mid-late game though... Personally I like focusing on early game abuse/deny.
0
6 months ago
Awesome, that's what I was looking for. I was thinking that the ArmPen would be better early game, but I see now why the flat AD has an advantage. It was harder for me to last hit with armpen reds anyway =p Thank you.
0
6 months ago
really good guide, But it could use a little more Organizing, reading a wall of texts hurts my eyes a little. but really good guide