Guide and Build for Airi





Cheat Sheet
Skill Build  

Ryuu > Shadow > Spin

Recommended Talents  

Execute, Purify

Items  

Spear of Longinus, Hermes Select, Muramasa, Gaia's Standard, Frost Cape, Ancestral Glory

Arcana  

Obliterate, Guerrilla, Skewer

Introduction
Airi is classed as an assassin with high mobility. Her skills allow Airi to dash in and out of combat and pick off key targets, all while tossing a big skill shot equipped with a stun on a short cooldown. Using these skills to the best of their ability will lead your team on a quick victory lead from the shadows.

Skill Build
Ryuu > Shadow > Spin

Ryuu causes Airi to leap up and summon a spirit, doing 250/350/450 damage. This ability slows enemies hit by the ability as well as stuns those within the area of effect of the strike. Airi also gains a shield based on the number of enemies she hit. Airi becomes immune to crowd control effects during the effects of this ability, also gaining 100% movement speed decaying over 2.5 seconds, as well as 30% in attack speed for the next 5 seconds.

Shadow dashes Airi is a chosen direction a short distance and deals physical damage to those hit by the dash. Airi can cast this ability 3 times before the ability goes on cooldown. The amount of time between each dash is a couple seconds. This allows you to hold onto the ability for jumping in or jumping out.

Spin throws out a shuriken a good distance. Any enemy hit by shuriken's skill shot are stunned for a brief time frame.

Your passive, Slash, reduces Spins cooldown by 1 second for each normal attack on an enemy.

Recommended Talents
Execute, Purify

Execute - 90-second cooldown: Instantly attacks a nearby enemy hero and deals damage equal to 16% of the health the enemy hero has lost as true damage.

Execute is going to be my primary pick, since Shadow removes our need for Flicker. You do great damage, and can get near enemies quickly. However, sometimes you just need to kill an enemy hero faster, or simply ensure one dies. Execute is a great ability to finish someone off so that you can leave quickly, like a real assassin.

Purify - 120-second cooldown: Removes all debuffs and control effects on yourself and gains immunity to them for 1.5 seconds.

Purify gets a mention here as a talent that can be used against team compositions that are heavy in crowd control. Since you rely on moving in and out of the enemy team to deal your damage, it’s a good idea to have a backup in case you take heavy cc effects.

Items
Spear of Longinus, Hermes Select, Muramasa, Gaia's Standard, Frost Cape, Ancestral Glory

Start with short sword or boots. Boots if the enemy is either going to poke you, or be too quick to trade with efficiently. We want to rush into Spear of Longinus, as the item allows us to shred the enemies armor with our quick abilities and attacks. Hermes Select can be swapped for another boot selection if you don't like to roam. However, Airi’s quick dashes make moving from lane to lane quickly a good idea. The boots help with that, as most won't notice your missing from mid lane before it's too late.

Muramasa grants flat 45% armor pierce and more cooldown speed, allowing us to do even closer to true damage stacked with Spear of Longinus. Our main goal in the first two items is to reduce the enemy’s armor, and reduce how long we have to wait to use spin again.

Gaia's Standard or Frost Cape is built next, depending on which enemy carry is starting to get you trouble. These next items are just to allow us to live in team fights as the game goes on.

Ancestral Glory is chosen last, as a means to survive what we shouldn't. The 3 second revive time is almost half of the cooldown of Shadow without any form of cooldown speed added. If Glory pops, it basically just grants time for you to come up with another escape plan.

Arcana
Obliterate, Guerrilla, Skewer

Obliterate is a flat 3.2 attack damage per Arcana, making it great for some early game damage boost on our attacks and abilities. This helps us make plays in lane and kill our lane opponent. Possible replacement Arcana can be, Onslaught, Indomitable, or Blitz.

Guerrilla gives 1% movement speed and 1% attack speed per Arcana. I mostly chose this to help with our passive early game, and of course movement speed is great for moving around and dodging skill shots early. This helps us not require boots as much early. Replacement Arcana would be Assassinate, Benevolence. You could also go Colossus, or Undying if you wanted to deal with taking burst a bit earlier game.

Skewer gives us flat damage and 6.4 armor pierce per level. This works extremely well with our items. I'd have this Arcana above the others, but if you need a replacement go Mythril or Focus.

Early Game
Early game you should attempt to play safe against most characters. Airi has a low health pool and while she has a dash to get in and out of combat, you may find it difficult to get into range against players who are wary of you. Punish the enemy if they blow multiple abilities on minions or miss you with skill shots, otherwise wait for a gank or till you have some damaging items.

Middle Game
At this point of the game you should have a few items to give you some real burst damage, allowing you to trade with the mid laner and maybe even kill them. However, since most people will still be wary of you, it's best to push mid lane and roam to a side lane with Hermes Select. Try roaming bot lane or top lane depending on who is pushing more and get a kill. Afterwards you can either return to mid, push their tower, or do one of the main jungle camps in river if your jungler is there.

Late Game
Late game can be great if you are ahead. However, Airi is more of a mid-game hero. Late game is great, but as everyone starts to get their 5th to 6th items, you start to fall off. Try to finish the game before it stretches on too long.

FAQ/Tips
Shadow can be used to leap over multiple walls in the jungle in a row. Use this to create some amazing escapes from the enemy that are impossible to follow, or use this to quickly gank a lane from an impossible location.

Mix in regular attacks on minions or heroes when you can to reduce Spins cooldown. You are able to hit multiple enemies with Spin, and reducing that cooldown can almost stun lock your target.

Matchups
Krixi, Easy

While Krixi might not be the easiest of casters for you in particular, I'm stating you are one of the best against her. Her ultimate will certainly do some damage. However, you can simply jump out of her range and wait for the falling meteors to end. Her clone skill shot is her main damage dealer. Use your Shadow ability to leap behind her and wait for her to cast it before fully engaging. You want her to waste it and stay on the opposite side of her. That way, when it returns to her, you won't be hit by the ability. Other than hiding under a turret, you can be an absolute nightmare for a Krixi. If not, her biggest counter.

Grakk, Easy

Grakk gets a mention for being someone else who relies on slow skill shots. Use Shadow effectively and Grakk will be out of options to do anything to you or your team mates. Be sure to avoid his ultimate as well, if you take Purify he will have no chance to stop you, but without this can be a real issue.

Butterfly, Easy

Butterfly's ultimate is easily countered by Airi. If Butterfly leaps onto you, just use Shadow to get away. Butterfly with have a short buff for a few seconds. If you dash away and wait a few, you can effectively make Butterfly waste her ultimate. Not to mention she has to sit in melee range. Allowing you to reduce Spins cooldown constantly.

Ilumia, Hard

Ilumia has a multitude of hard-hitting magic spells with knockbacks. No matter what you do, you will not be able to stay within range of Ilumia. Not to mention if her third ability used is a knock back due to her passive, it has no cooldown or cost. Airi may be someone who likes to get close to do damage, but Ilumia likes it as well. Try to use Spin before using Shadow to get close enough to trade. Back off before she can retaliate.

Mina, Hard

Mina is a tank who relies on getting her enemies close to her. If you ever get close enough in range to attack her, she will simply use her ultimate to reduce your damage done and taunt you into not leaving for a few seconds. This will lead to her allies killing you, or at least a good chunk of damage dealt to you.

Arthur, Hard

Arthur is a tank who gains armor for free. Has abilities that give him area of effect over time, even if you do stun him. As he builds his items these two stats only get harder for you to deal with.