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Ahri Statistics for Ahri

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

Author
fizu
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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In most situations 4.png21.png.


Against hard CC targeted to you 4.png1.png.
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Runes

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Typical ADC runes.


MARKS:
AD marks are the marks you can get for ADC. I've seen some ADC's run ARP marks, but in my opinion AD marks are the only way to go because they increase your early dmg and make last hitting easier.

SEALS:
Armor seals are the only option. Armor seals reduce dmg of minions and enemy ADC/Support. Just take em'.

GLYPHS:
I pref running flat MR always on ADC. Althought agaisnt full AD team you can switch MR glyphs to CDR glyphs. Some people like to run couple MR/level and Mana Reg, especially if enemy botlane doesn't have much magic dmg you may want to run MR/level glyphs since they scale better for lategame. Couple Mana Reg glyphs allow you to spam little more spells in lane, I personally don't prefer them but someone might found them good for themselves.

QUINTS:
Quints are also personal opinion. Some like to run 2x Lifesteal + 1x AD where as some run 3x Lifesteal. Usually 2x Lifesteal is better since the 2% doesn't make much difference. Althought you might considir 3x Lifesteal agaisnt hard poke lane for better sustain (ex. Sona, Caitlyn).
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Masteries

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1/1
4/4
0/4
0/1
0/1
3/3
0/3
0/1
1/1
1/1
0/1
3/3
1/1
3/3
0/3
0/1
0/1
3/3
0/1
1/1
Offense: 21
2/2
2/2
0/2
0/2
1/1
3/3
0/1
1/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 9
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 0
Why you don't want:

Frenzy - Frenzy is good mastery on ADC's that require attack speed. Ezreal doesn't build crit so much and is caster (Trinity Force) ADC. Ezreal will benefit from mastery such as Blade Weaving much more.

Juggernaut - Juggernaut is a mastery for bruisers/tanks who build HP. As an ADC you will not be building/stacking hp.


About utility:

Putting couple points into utility (3/3 Meditation) will grant you 3 Mana Reg/per 5, with the price couple defensive masteries. This is again a personal reference, but Ezreal is very squishy champion early on so I always pref 21/9/0. But possibly against passive lanes (ex. Janna/Soraka) you can put couple points into utility for extra mana regen.


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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
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4
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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
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5
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9
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18

You usually want to start the game with Q. Althought I do not recommend to level Q as soon as you spawn into fountain. If you are getting invaded and you're in bad position you should immiatedly E for escape.


Why you max Q first :
Ezreals main source of dmg early on. Really good poke/last hit spell with low manacost. NOTE: Always when you hit Q it reduces cooldown of ALL spells by 1s.

Why you max E second :
E is your escape. Soon as midgame teamfights start, you want to have low cooldown on your E in order to escape from enemies diving you and repositioning. Also there are many spells you can dodge with the E (ex. Blitzcrank hook).

Why you max W last :
Some Ezreal players take W at level 4. I found 2 points on E better than W. I like taking W at level 8, because it helps pushing (Casting W on your allies will grant them attack speed). You max it last because W doesn't scale from AD and AD is your main stat.
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Items

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Start With
Core
Situational
DO NOT BUY 3070_32.png.
Tear delays your core build. If you are out of mana always you should practice mana managing instead of buying tear.

3078_32.png3072_32.png3035_32.png 

These three items offer you tons of damage, sustain and armor penetration. Usually you want build Trinity Force as your first item. Rushing BT isn't a bad choice either. If you fall behind in lane you should skip building BT and go straight LW after Trinity Force in order to do damage to the tanks.

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Matchups

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