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Ahri Statistics for Ahri

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

Author
Padookey
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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11.png Smite is a must when jungling. Smite is used to take objectives and to secure buffs. You must use smite to get the last hit dragon, baron, and red/blue buff. Never jungle without it.
4.png In my opinion flash is the best summoner in the game. Even though Jarvan IV is very mobile your E - Q combo will not always be up. You can use flash to gap close from a person escaping from your ultimate or just to get out of sticky situations. This is the number 1 summoner to grab.
3.png Exhaust is a decent summoner to grab. It all depends on what the enemy team has. If the enemy team has an assassin or a carry type of bruiser like 121_icon_64.png5_icon_64.png92_64.png24_icon_64.png157_64.png etc. Using exhaust will make it easier to peel for the carries and plus the enemy champion will do less damage. Taking exhaust will make you less mobile. In team fights as Jarvan IV you will most likely die, so why not take exhaust and have a bigger impact in team fights. Also exhaust is a great summoner for ganking. It is a great replacement for flash and I would recommend using it if you're experienced.
6.png I have never used ghost when playing Jarvan IV. I think that this skill doesn't work well with Jarvan IV at all. Jarvan IV is a burst type of champion and already has ways to stick to champions. Overall it's okay, I would use this to have fun. Jarvan IV is already mobile and doesn't need ghost.
Read Author Notes

Runes

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For reds/marks I usually take attack damage runes. The ad reds help you clear your jungle faster and gives you more early game damage. You can also take armor penetration reds, it's good with Jarvan IV's Q and scales better late game. Attack speed reds can also be an option for more jungle item procs.


For yellows/seals I take armor. Armor is a great stat to get and is great on Jarvan IV. You will get pretty tanky with armor, plus the bonus armor you get from the skill E.

For blues/glyphs I usually take magic resist per level. If the enemy team is running an all ability power team comp you can use magic resist non scaling, but that will rarely happen. Also for an alternative If you like to clear the jungle even faster you can take attack speed. Attack speed makes you clear the jungle much faster, but you will not have any magic resist besides your base stats. You can also take cool down blues if you want to have more e - qs.

For quintessences I take attack damage. You can also take movement speed if you like to be more mobile. Movement speed is great for clearing the jungle, ganking, getting to places faster, pretty much everything Jarvan IV needs to do. Moving fast in the jungle is key, and it makes your clear time faster. If you do not like to move faster (Who doesn't?!) You can also take armor penetration if you want do more damage late game, it synergizes well with Jarvan IV's Q. All three of these quintessences are good for Jarvan IV.

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Masteries

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0/1
0/4
4/4
1/1
0/1
3/3
0/3
1/1
1/1
1/1
0/1
3/3
0/1
3/3
0/3
0/1
0/1
3/3
0/1
1/1
Offense: 21
0/2
0/2
2/2
2/2
0/1
3/3
1/1
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.
This is usually my choice of masteries when playing Jarvan IV. The early game damage from this set up is just to good to pass up. You'll be dealing tons of damage. Your clear time will also be faster. You won't be as tanky as the other set ups so be careful when choosing your fights.

season 4 9 - 21 set up.png

9 - 21 - 0.
This set up will make you much tankier. You'll have a slower clear time and do less damage but you'll be one pretty tanky guy.

0 21 - 9 season 4.png

0 - 21 - 9.
You'll be pretty tanky but you won't deal that much damage at all. You'l be able to move around much faster and play a more support style of a jungler.



I usually now run the 21 - 9 - 0 jungle masteries. I feel that having a good clear and great ganking power is a big threat. If you don't like the 21 - 9 - 0 you can also do the 9 - 21 - 0 or 0 - 21 - 9. All three are effective but I prefer 21 - 9 - 0 or 9 - 21 -0. It all depends on what you prefer and what your play style is.



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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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W
1
2
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9
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11
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E
1
2
3
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9
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11
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R
1
2
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9
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11