Physical dive prevents you from taking a second rotation
Zhonya's HourglassArmor and stasis give you a way to survive the committed threat; plan the exit before entering stasis.

the Nine-Tailed Fox
Innately connected to the magic of the spirit realm, Ahri is a fox-like vastaya who can manipulate her prey's emotions and consume their essence—receiving flashes of their memory and insight from each soul she consumes. Once a powerful yet wayward...
A repeatable spell rotation with enough mana to move waves and enough mobility to approach a catch. Adapt the damage purchases when reaching the target becomes unsafe.
MalignanceMana supports repeated wave access. Ultimate haste supports the windows in which Spirit Rush lets you change the angle of a pick.
ShadowflameA damage-focused follow-up when your team can already create safe access to a vulnerable target.
Rabadon's DeathcapA later power multiplier for an established ability-power build; finish survival or penetration needs first when they limit your contribution.
Select a rune to read its effect.
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage . Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage. Cooldown: 20s 'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Heal when you damage an enemy champion. Healing: 16-40 (+0.1 bonus AD, +0.05 AP) health (based on level) Cooldown: 20s
Collect 1 memento on champion takedowns , up to 18 total. Gain 6 Trinket Haste for each collected. In game modes where vision Trinkets do not exist, instead gain 3 Summoner Spell Haste.
Your ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds
Gain bonuses upon reaching the following levels: Level 5: +5 Ability Haste Level 8: +5 Ability Haste Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
+10% Attack Speed
+9 Adaptive Force
+10-180 Health (based on level)
Choose according to the enemy team.
Armor and stasis give you a way to survive the committed threat; plan the exit before entering stasis.
A spell shield can protect the first step into range. It is less useful if incidental damage removes it before the real threat.
Percentage penetration addresses that resistance rather than simply adding more raw power.
Keep Charm available when the opponent still has a reliable way to commit onto you.
Spend mana on a push when it creates a ward, reset or roam window you can actually use.
Use Spirit Rush to open a clean angle, then preserve a route back to safety.
Build guide. Sources