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100
Updated
2 weeks ago
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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.


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.

14.png is alright when you want to go aggressive. Do not want to suggest it though.

21.png is the best choice for AD's. Can protect you from lethal damage and can help you win fights.
Read Author Notes

Runes

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This is the most Standard AD Page you will find.

Quints

  • Lifesteal is crucial on any ad.
  • LIfesteal was also just nerfed, so feel free to take 3 Flat attack damage quints


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
3/4
0/4
1/1
0/1
3/3
0/3
0/1
0/1
1/1
0/1
3/3
0/1
3/3
0/3
1/1
1/1
3/3
0/1
1/1
Offense: 21
2/2
2/2
0/2
0/2
1/1
3/3
0/1
0/1
1/1
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

 21/9/0: Why it is the best

As an AD, you want to try to do as much damage as possible, going into offense provides some neat little things that can add to your early game pressure tremendously.


Offense

Tier One
  1. Double-Edged Sword
  2. Butcher
  3. Fury
  • Fury- 3% Attack Speed isn't significant by any means, these are just point holders. The extra attack speed isn't noticeable, but should be taken over other things in the offense tree never the less.
  • Butcher- Extra 2 Bonus damage to minions can let you last hit a little easier.
  • Double-Edged Sword- It is exactly what it says it is. You do 1.5% more damage and you take 1.5% more damage. Your job is to do the most damage you possibly can.

Tier Two

  1. Brute Force
  • Brute Force- Helps you scale into late game, early game is helps very little, just point holders.
Tier Three

  1. Martial Mastery
  2. Executioner
  • Martial Mastery- +4 Extra AD to help you last hit
  • Executioner- 5% more damage dealt to people that are lower than 50% goes a long way when you are trying to trade constantly.
Tier Four

  1. Warlord
  2. Dangerous Game
  • Warlord- % scaling can give you the extra ad that you need to kill people that much quicker
  • Dangerous Game- For when you kill someone after they ignite you, this can more often than not, save your life.
Tier Five

  1. Devistating Srikes
  2. Frenzy
  • Devistating Strikes- Armor Penetration will always be good.
  • Frenzy- 15% attack speed after critically striking can help just a tad, basically the best thing you can get and not waste points.
Tier Six

  1. Havoc
  • Havoc- Increases all damage dealt by 3%. 

Defense

Tier One
  1. Block
  2. Recovery
  • Block- Helps with auto attack trading.
  • Recovery- Added health regen for staying in lane a little longer.
Tier Two
  1. Veteran's Scars
  2. Unyeilding
  • Veteran's Scars- Adds to early game bulk
  • Unyeilding- Adds to early game bulk 
Tier Three

  1. Juggernaut
  • Juggernaut- Added early game bulk.
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

Miss Fortunes Kit rework brought a new Impure Shots, A lower costed Double Up, a strong Make it Rain and a passive ability on her Ultimate that increases the maximum stacks Impure Shots can go up to by a maximum of 3. This changes how Miss Fortune is supposed to level her skills. For the most part she remains the same, but she is stronger in prolonged skirmishes.


Double Up's cooldown has been reduce substantially and has had its mana cost lowered. This is an incredible change as it adds to Miss Fortunes bully potential. Make it Rain also lasts 3 seconds now and has a slow of 65% at max rank. To give you a solid comparison, Nunu's snowball, at level 5 is a  60% slow!! This means Miss Fortune has a better slow than Nunu....and it is AoE!

Impure Shot's has been changed so that when you level it up, all you get is more Attack Speed, Less of a cooldown and it also costs more mana. Basically, this spell is a literal one point wonder. You get all the damage you could possibly want from it with just a single point. The buff to Make it Rain is too good to pass up now. 

Bullet Time had its AD ration removed. Instead, it adds Impure Shot stacks to everyone hit. Every time you level Miss Fortune's Ultimate, it gains an incredible amount of damage. Not to mention that every time you level it, Impure Shots goes up by 1. So this means your overall power surges are at level 6/11/16. This is where Miss Fortune will be stronger than most other AD's, just because of the Ultimate.

Level's are crucial on Miss Fortune, and once you get them, the other team needs to be careful because oh man, you are about to Make it Rain.
Read Author Notes

Items

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Start With
Core
Situational

Start Items


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  • Always start Dorans Blade. It helps with Sustain and also helps with fighting at level one with extra health.

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.

Teamfight Exclusive

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  • Adds to the Damage of Bullet Time to make it do massive amounts of damage, but you cannot duel very well.

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  • Adds to Bullet Time damage and it helps if you have bruisers on your team. They are helped by the Armor Shred.

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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Matchups

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