Ahri Build Guide by Yanbi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Yanbi

Ahri, AP Carry Builds

Yanbi Last updated on December 17, 2011
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AP + Magic Pen.



Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Welcome to my Ahri League of Legends Champion guide featuring Ahri the Nine-teiled Fox.
Ahri is a very strong and mobile AP Champion. With Skill shots, taunts and dashes she deals tons of damage and she can take down squishy enemys easy. With her ultimate she can escape dangerous situation but also chase down running enemies and of course, you can use it to re positioning Ahri in team fights.

I prefer playing Ahri in the mid lane because she can deal significant damage in early-phase with her skill shot but also because she needs alot of farm!!

Alternatively you can group up with a support champ for example Sona who let you the Coin Shots.

Another way is to Solo Top because of your spell Vamp passive which gives you lane sustainability and the fact that your range but I don t really prefer that way.

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The Guide

under contruction.

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Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe…the shape of the humans who lay scattered about her.

However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.

''Mercy is a human luxury…and responsibility.''


(by Riot)

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Pros / Cons


A Dash -> mobility!!
Charm spell
True damage


fragile against CC - who not? :P ( Okok maybe Master Yi but that's not relevant ^^)

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Hm why did i picked up these Runes??

1) Magic Penetration can penetrate Magic ressist and this is always a good way to increase the Damage output.
2) AP is very needed for Ahri because your abiities are AP dependent -> the more the better :O
3) CD reduction is needed for the 2nd Build, and the Reason why I prefer to use Mana reg. Runes for the 2nd Build is: You will consume MUCH more Mana with the CD red. Build because you are able to spam your abilities much more then with the 1st Build.

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Summoner Spells

why? Ignite + Ghost

Ignite: Great finisher! + the extra damage is awesome ~

Ghost: Run Speed, after using R you can use Ghost to get away faster. You can run through Minions which makes it easier to chase down enemies or get away from enemies :D

Of course you can us Flash or Clarity are also usefull.

Flash to jump over walls, to build distance but also to get an fleeing enemy!
Clarity is a option too because of your vulnerability against CC.

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under contruction.

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The End

Thank you for reading my Guide :) I'll try to improve that guide with BB Codes more some ingame strategies when i've play here some matches more to gain more experience :D

Please feel free to leave a comment if you want to add something ;D