Talk:Ahri/@comment-33536623-20150214135952/@comment-26111493-20150216075122

As for masteries, I usually run the standard 21/0/9 set. In the attack category, fill everything on the right side (except Sorcery, put 3 into that one). Then 3 points into Devastating Strikes and 1 into Havoc. In utility, 1 point in Phasewalker and Alchemist, and 3 points into Meditation and Summoner's Insight. You can then put last point into Culinary Master or Runic Affinity, depending on if you want better sustain or longer buffs.

If for whatever reason you decide to make a rune page, mine is: 9x Magic Pen marks, 9x Scaling Health seals, 9x Scaling AP glyphs, and 3x AP quints. If you happen to be facing an AD champ, switch the Scaling Health seals with Armor seals.

Ahri really shines during the mid game, especially if she's already ahead. She can duck, dive and dodge to make plays and blow people up. Late game is more of the same, but at that point she can get blown up herself. So she doesn't really fall off late game damage-wise. Her early game isn't weak, but focus on safe laning and not getting killed. Make sure you can land some decent poke so once you hit 6, you are in good position to kill your opponent if the opportunity presents itself.