Ahri Build Guide by BabouLeChat
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How to dominate with utility
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hi! It is now one year I play Ahri and I she is my main midlaner champion. I just love to play her because if you learn how to play her you can do anything! My build focus on utility and damage but dont worry, you will still have around 700 AP wich is enough to instakill the ennemy carry. You won't need anything else to dominate midlane. With my build you will do more then enought damage to burst down you oponement, to ALWAYS stay alive thanks to the spell vamp from Will of the Ancients and you passive Essence Theft, you have wery good mobility thanks to your ultimate Spirit Rush (ok it is her ultimate but you'll always have this up thanks to the last part). You will have 40% cooldown reduction so you will be able to do massive damage (and heal yourself by the way) every 4.5 sec, and you ultimate will be ready every 60 sec. So after many experimenting I found this build the best for Ahri. You may adapt it if you need a special thing but overall it works.
Pros / Cons
Pros of Ahri with this build:
-high AOE damage
-VERY high focused damage
-fun to play
Cons fo Ahri with this build:
-mana hugry in early game (until your first back)
-not as much early damage then a core ahri build
-100~150 AP less then a core Ahri build
-need to harass once before kill in early game
Ignite I take this spell because with Ahri you will only need the early damage to kill.
Flash Do I realy need to explain? Chase, juke, escape, and more... A must have to me for every champion (maybe not Hecarim or Nasus).
Ahri gains a charge of Essence Theft with each enemy unit hit by any of her spells, with a cap of 3 charges gained per spell cast. Upon reaching 9 charges, Ahri's next spell will heal her for 2 + (Ahri's level) (+ 9% AP) for each enemy hit.
A usefull in lane substain passive, if you have the mana, you have the health. This is THE reason why a early Chalice of Harmony is really great.
Orb of Deception:
ACTIVE: Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
Your main damage output and harass skill. Max fist. Do not forget that you can control the orb on the way back with Spirit Rush. Thanks to the 40% cooldown reduction this build provide you will be able to cast it every 4.5 sec so use will be able to use it twice in the time of the Charm damage amplification.
ACTIVE: Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, each flame will target the closest visible enemy unit to itself, prioritizing champions, and deal magic damage to the target.
Additional fox-fires that hit the same target will only deal 30% damage.
Your second damage skill. Max it second. Thanks to the 40% cooldown reduction it will have 3.5 sec cooldown so if you go for the kill, use it once when you engage, and then cast it a second time alongside Spirit Rush for a fancy undogeble combo.
ACTIVE: Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception true damage is also increased by this effect.
This is the "kiss of death" of Ahri and your only cc (crowd control). Only use it if you are sure to hit because you will be vulnerable while it is on cooldown. This and Spirit Rush are the two spells that differcies great and pro Ahri players. Put a point at lv 2 and max it last.
ACTIVE: Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 visible nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Your ultimate which make it possible for Ahri to escape, chase, dodge, do damage. Max at lv 6, 11 and 16. Do not hesitate to escape with it, it has a fairly low cooldown and you will be regreting not having used it lying dead on the ground. Use it also to dodge ennemy cc and repositioning to then counter-engage with a well-placed Charm. It many times allowed me to get doubble kill when the ennemy jungler ganked ^^.
For Items, start with Doran's Ring, 3 Health Potion and a Warding Totem. It will help you do damage and will give you mana substain.
At your first back you will have to buy Chalice of Harmony and boots.
Then focus on your Rabadon's Deathcap while with the gold you have left at evey back try to slowly buy a Hextech Revolver. If you think it is better, you can start with Deathfire Grasp but then you will have to rush Rabadon's Deathcap otherwise you will fall of with the damage.
Then go for a Deathfire Grasp first if you need focused damage but you may pick Zhonya's Hourglass if the active will be more usefull for you (I prefer Zhonya's Hourglass but this is just me...)
then take Deathfire Grasp or Zhonya's Hourglass to complete.
And finally envolve Chalice of Harmony into Athene's Unholy Grail and Hextech Revolver into Will of the Ancients and you will be full build.
Sorcerer's Shoes: Movement speed, magic penetration... A core mage item.
Athene's Unholy Grail: I prefer it over Archangel's Staff because of the 20% cooldown reduction it gives, the infinite mana, the magic resist and the possibilty to build it from Chalice of Harmony, to my mind, really good in early.
Will of the Ancients: It gives you AP, 10% cooldown reduction and 20% spell vamp which will give you very good substain alongside your passive Essence Theft.
Rabadon's Deathcap: AP, AP, and MORE AP... TONS OF AP!
Deathfire Grasp: Tons of AP, 10% cooldown reduction, and a "kill you in particular" active which is really great if the ennemy fed is thanky.
Zhonya's Hourglass: tons of AP, 50 armor, and a beautiful active. A must have.
Archangel's Staff: It give you a bit more AP than a Athene's Unholy Grail but you will lose the 20% cooldown reduction and the magic resist.
Abyssal Scepter: good vs AP team, and the aura is great. take it only it you really have to though because it does not sinergise well with the other items.
Void Staff: Really good item if the ennemy team stacks magic resist.
Rod of Ages or Rylai's Crystal Scepter: I do not play tanky Ahri. If you want to take it, you will not be playing utility Arhi anymore. But I think those items can be very helpfull.