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Ahri Statistics for Ahri

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

Author
Tremor
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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4.png  is a must on Miss Fortune, as you do not have an innate escape like Ezreal/Corki/Tristana.

14.png is standard on Miss Fortune because it gives you kill/dueling potential with many people. It can also be quite useful to throw on someone if you know they might flash away and your Ultimate is on cooldown and will not have vision of them.

7.png I have recently started taking Heal against champions that I know are most likely going to take Cleanse, which are Ashe'/Vayne/Caitlyn. Even if they do not end up taking cleanse, and decide to take heal, your impure shots applying grevious wounds will still let you come out on top in trades/all out fights.

1.png is basically niche when against high crowd control people like Taric/Leona and can be useful to get out of those sticky situations, like an exhaust being thrown on you or getting hit my one of those pesky Ashe arrows.

These are the spells I see most on Miss Fortune, don't let this stop you from experimenting, I would suggest taking 14.png almost every game if you are trying to get used to her. Then branching off into the different spells once you have at least a basic understanding of the lovely Miss Fortune.
Read Author Notes

Runes

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This is the most Standard AD Page you will find.

Quints

  • Adds to the effectiveness of stacking a single type of rune
  • Add the quints, marks and 1 glyph and you get 16 more ad from this page.
  • Having 16 ad is about a longsword and a half, which means that you are saving 700 gold, which can let you get your items faster!


Marks

  • Standard  flat attack damage, it is the best in slot in my opinion, lets you trade and last hit with ease
  • Buffs your Primary and Secondary sources of damage. (Primary: Auto Attacks) (Secondary: Bullet Time and Double Up.)


Seals

  • It gives you 13 Flat Armor
  • Important for Trading in lane, this can cause you to be very durable early on and possible win in trades if the enemy carry doesn't have armor seals

Glyphs

  • It gives you 11 Flat Magic Resistance
  • Bolsters your resistance to magic damage, which a lot of people have now. Helps you transition into mid game very well, so people with Sorcerer Shoes and Haunting Guise do not deal true damage to you.
  • The one flat attack damage glyph is used to bump 15 attack damage up to 16.





Read Author Notes

Masteries

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

This is my standard Mastery Page for all my carries. 21 into offense because you are trying to do as much damage as you can, as fast as you can. The last 9 points are really up to you, I like to put it into utility because the early game Mana Regeneration from Meditation can keep you sustained and is quite noticeable if you don't go crazy using your mana. Mastermind which reduces Summoner Spell Cooldowns by 10%. It is important to note that this happens before Summoner's Insight. 4.png before the Season 3 patch was a 265 second cooldown. So let us do some simple math. 


300, the cooldown of 4.png multiplied by 10% is 30. 300 subtract 30 is 270. Now we add in Summoners Insight, which is another 15 seconds. 270 subtract 15 is 255. This means that you can actually use 4.png 10 seconds earlier than you used to be able to while going with these masteries. This, most of the time can be very noticeable, I have had dozens of cases of my flash almost being off cooldown, and this solves the problem most of the time. Not to mention this is 10% off on your other Summoner Spell aswell, it is absolutely worth the 3 points of investment.

Runic Affinity is a 1 point wonder. If the opposing Jungler comes to your lane with double buffs and you miraculously pick them up, the 20% increased duration is very noticeable. I used to neglect going into this and really thought it was a waste. I have fallen in love with this mastery and suggest it to everyone. 20% longer red buffs are always good.
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

Let me explain something to you, that is a secret to most people.


Taking Double Up first is honestly not worth it. The damage output you get from taking Impure Shots first lets you out-trade your lane opponent if they are foolish enough to engage on you. You turn on impure shots and they are inflicted with grevious wounds, which if they have Soraka who takes heal first, nullifies that. It is also important to note that Impure Shots does stacking damage up to you cap if you focus someone. This is a great dueling skill at level 1 and catches a lot of people off guard. If they start to run away when you have full stacks of Impure Shots on them, the damage is going to catch them by surprise and sometimes you can even net a very early first blood.

After level one, Double Up is probably the most lane bullying skill in League of Legends. It punishes people for standing behind minions, and most of the time, carries are standing behind minions. It also amplifies your life steal, which can save your butt in sticky situations. Double Up also resets your attack animation, so you have to try to remember to Auto Attack > Double Up > Auto Attack. Usually what a lot of people like to do if it is a full on engage, they wait for a few autos to go off and then Double Up because Double Up adds Impure Shots to it, so you can have a huge amount of burst damage that comes out of nowhere. It is a very skill oriented ability at times, and sometimes luck based. It may take awhile to get used to.

When in lane after level 6, make sure to try to auto attack and Double Up as much as you can before using your ultimate. Sometimes what I like to do is Auto > Auto > Auto > Double Up > Auto > Throw on Ignite and use my Ultimate, your Ultimates base damage is 520 if they are hit by all waves, which is a very large portion of damage from a long way away.
Read Author Notes

Items

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Start With
Core
Situational

Start Items


1036_32.png2003_32.png2003_32.png
  • Standard Start against almost everyone, rushing a vampiric scepter with this can help you sustain in lane.
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  • This is for playing against Blitzcrank/Leona and you don't feel comfortable dodging without the extra movespeed.


Core Items


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  • Infinity Edge and Shiv, core items for making plays. They are very powerful together and can give you a lot of sustained/burst damage.
  • Vampiric Scepter so you have some sustain on your auto attacks, this item lets you duel other carries as well.

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  • Bloodthirster and Shiv are cheaper than Infinity Edge and Shiv, which lets you work on your last whisper sooner, which gives you a huge spike in damage.
  • Bloodthirster is for longer, sustained fights since it gives you a ton of lifesteal, it also lets you duel the other carry if they don't have one, because of your grievous wounds.


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  • Guardian Angel is a great defensive item that bolsters all your defenses and includes a revive, this item can let you flirt with death even more so than before.
  • Mercurial Scimitar is for the CC heavy teams and you find that Cleanse, if you have it, isn't enough. If you get both of these items, your magic resistance shoots through the roof and is very effective against double Ability Power team compositions.


Situational

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  • Haven't really tried this item out, on every spell cast you AoE slow, it is like a trinity force in theory, but gives you a 100% chance to slow when a skill is used. Double Up uses this item well, because when you Double Up you slow them, and when you turn on Impure Shots, you can slow them with your first auto attack.

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  • Used to build this all the time, repetitive nerfs, combined with the Phage cost increase makes me dislike this item a lot on Miss Fortune. Her cooldowns might not be short enough to use this item effectively, but one can try.

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  • Can be used to great efficiency if you are far ahead, this makes you a dueling monster and gives you for sure critical strikes for 3 shots. This is 3 shots at 250% Critical Strike Damage, 100%. This can let you destroy the focused target and can be used to duel the other carry and muscle them out of competition.

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  • If you want to be tanky and duel the other carry and end up destroying them. This can be effective, but only if you are really far ahead.

Read Author Notes

Matchups

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17
5 months ago
We've featured your guide on LolKing! Great job and keep up the good work ^.^
1
5 months ago
Do you buy some doran after your boots or you go straight for infinite edge ?

And by what item you start with IE the one you can get first ?
6
5 months ago
I usually neglect dorans blades now, they are good and all but are not something I invest in anymore. If i want more health I go Black Cleaver, but most of the time I try to rush a Bloodthirster because it gives you the sustain you need.
0
5 months ago
nvm XC
0
5 months ago
great guide. 13/1/12 with this build.
0
5 months ago
Great Guide. I'd like to propose Amumu as a viable support. I have a friend that lanes with me daily. A successful bandage toss can make all the difference, and his ulti combined with MF's is unbelievable.
0
5 months ago
Amumu's lane presence is very weak, if he misses his Bandage Toss he is super useless and there goes an engage. Amumu is only viable in the jungle because he is very very weak early on and can be shut down. It would be better to have him in the jungle anyways, so he can keep up in items to make him tanky.
1
5 months ago
Fair enough. Maybe my buddy is just really good or we always get bad opponents.
0
4 months ago
You could..problem is he almost always is banned in a lot of the ranked games.
1
5 months ago
WOW... the amount of bad guides with good rating is 2 damn high :/. The matchups are completely wrong, she is not at all hard to get used to having one of the easiest learning curves in game, alistar will never have enough movement speed to catch up to you for a combo unless he uses flash or you are really bad and get hit a lot and many many more...
10
5 months ago
Actually, if you don't know. Comboing means Headbutt into Pulverize. Not walking up to you and Pulverizing you. You have to understand that in bottom lane there are bushes and if you don't have them warded at all times. You will get comboed if you walk too close. Please do not be mean.
0
5 months ago
how come you don't pick frenzy in the mastery?
0
5 months ago
It is mostly preference, but I don't think 5% critical strike damage and 10% attack speed is useful at all. I'd just rather have the Havoc mastery and the Butcher mastery, just for easier last hitting.
0
4 months ago
You You could, but that would just be a wasted summoner spell. All you would accomplish is leaving one less defensive spell at your disposal.
Rather, your W should be all the Attack Speed boost you'll need.
0
5 months ago
Alright! Thanks. I was looking for an AD carry to add to my arsenal. Had to choose between Miss Fortuna and Sheriff Caitlyn. Think I'll go with this babe.
1
5 months ago
Very wise choice! Miss Fortune is a really scary AD. I am sure you will end up liking her a lot. :)
0
5 months ago
have a question. iv been doing mf for a while now with much success. however i avoid q completly. my problem is that it runs me oom very fast. iv been using e,w and level them about equally using them for my harass/slow tools. but everyone seems to be all about the q. what am i missing, do u bank on the bounce and how often are u using it. do u use only that ability till they are low enough to dive in and finish or?? cuz it seems that without soraka there just isnt enough mana to make it viable.
1
5 months ago
You use it in moderation, you don't spam it at all, you are not supposed to spam Double Up or Impure Shots. If anything Make It Rain is the huge waste of mana and shouldn't even be used. It is a really trashy skill for the amount of mana it uses. You should Double Up when you get in skirmishes, and when you know it is a for sure hit, when they stand behind a minion and they are the only one behind said minion. Try to use it at level 3 and 5, and not at level 1. My suspicion is that you spam it early and then you go oom. Just conserve it and use your auto attacks to harass and when you need a burst of damage just use your Double Up.
0
5 months ago
yea im gonna have to impliment that. i think the reason i can do what i am doing now is due to the low elo level. and my fear is that soon its going to fall off. im holding a solid 10-3-8 per game now but i think its about time to go norm and just eat this q thing. thanks much man. also just for the record. your q doesnt reset ur auto attack timer correct?
0
5 months ago
Your Q does reset the auto attack, make sure to remember that.