Ahri Build Guide by Mrkooliollama
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.
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.
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.''
Please, before we start, I'm not claiming to be a pro at Ahri or LoL, opinions are welcome, THIS GUIDE IS NOT TO BE FOLLOWED EXACTLY AS IT IS EVERY GAME, and don't troll vote. Give real reasons on why you voted down.
Pros / Cons
- Great burst.
- Great mobility, chasing/escaping.
- Can 1v1, 1v2 easily.
- Can, but isn't recommended to, intiate fights with Charm.
- She is part fricken' fox!
- When ultimate is done correctly, good tower-diver.
- Very strong.
- Hard to escape ganks when ultimate is on cooldown.
- Can easily become OOM if too aggressive.
- Two out of four spells are skillshots.
My first option, Ignite, is a wonderful spell for doing a little extra damage while fighting, stop those pesky healers( Swain, Dr. Mundo ) and finishing people off.
Ignite deals damage over time, so it's great to drop onto a low health person which will usually kill them if you know when to drop it.
We take the mastry Summoner's Wrath which gives an additional 5 AP while Ignite is on CD. This can give a nice boost early on.
It always helps to use Ignite. It greaty improves your damage output, especially early game. That, and it can help secure the kills you need.
Also, as stated earlier, use it on those pesky healers, or anyone with Heal.
My second spell, Flash, is that spell that can be used offensively and defensiveley. This can also help with your ultimate, Spirit Rush. Although it does have three dashes, Spirit Rush doesn't always equal your escape. This is where Flash comes in and gets you away. When escaping, I like to Charm, if it won't cause you greater harm, Spirit Rush twice, Flash then Spirit Rush again. Only use this if Flash is needed, if Flash isn't, don't use it.
Flash also greatly helps with turret diving. Say you used up all your dashes and will get killed unless you get out of the turret right away, Flash will help get you out of situations like that.
For offensively, you can Flash in and then Spirit Rush, or Flash then Charm for intiating small fights.
Ghost is like Flash and can be used defensively or offensively. I prefer Flashover this only because it gets you away instantly whilst Ghost won't always do that and charges into a run. Although, this is great for chasing.
Cleanse is a good summoner spell because it can help you survive when Spirit Rush isn't going to do anything due to the fact of you being CC'd. I use this spell sometimes when I know I'll be facing a hard CC team. It's best to have a good reaction time when you are going to use this. A tip, Cleanse takes off the burning effect from Ignite. It does keep the 50% reduced healing, though.
Teleport can be great for getting back to lane after recalling, teleporting to a ward for easy ganks, or saving a turret that is having it's lane pushed.
Exhaust works, but off of personal experience, I don't really like it. That doesn't mean it is not good, though. This can help shut down people in fights and also near-on secure a kill.
This is the basic mastry tree generally followed. Not much to say about it other than the 21 in Offense which is vital to most, if not all, AP carries. I do put in two points to Butcher, though, do to the fact it helps with farming. I put an extra point in Sorcery but it could be put into Destruction or Havoc as preferred.
These are the mastries, /I/ think are best, this doesn't mean you have to always follow them.
Greater Mark of Magic Penetration
Greater Seal of Scaling Health
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
My runes are generally "normal" AP runes. I pretty much go all out on AP for Ahri, seeking more damage, not defense, that is, except for the health seals.
This gives some nice damage early on while also getting through any magic resist.
greater seal of vitality Helps to give Ahri a little durability.
More ability power, exactly what Ahri wants. That, and later on in the game, these give more AP than Greater Glyph of Ability Power.
A great amount of ability power.
Abilities - Essence Theft, Fox Fire, Charm, Spirit Rush
- Helps with mid lane, healing back some damage taken.
- When paired with Hextech Revolver it lets you stay in lane A LOT longer.
- Your ball turns green when this passive is available.
- Orb of Deception is the best ability for charging this.
Orb of Deception- Ahri sends out her orb, dealing 40/65/90/115/140 (+33% AP) magic damage, and pulls it back dealing 40/65/90/115/140 (+33% AP) True damage.
Base CD: 7 sec
Cost: 70/75/80/85/90 Mana
- Does true damage on the way back, this will be your main harrass and damage.
- Has a nice range.
- Goes through minions.
- It can deal massive damage.
- Great for charging her passive
Fox-fire- Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/65/90/115/140 (+40% AP) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/130/180/230/280 (+80% AP)]
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
- A little tricky to figure out.
- Goes for champions over minions.
- Depending on enemy position, they can either be hit with 1, 2, or all 3 fox-fires.
- Don't underestimate the damage!
Charm- Ahri blows a kiss dealing 60/90/120/150/180 (+35% AP) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
- Sadly, Charm does not go through minions.
- A wonderful CC, could be called one of the best.
- Great for intiating a fight by luring an enemy into your team.
- Can also be used for luring an enemy into a turret or for when they turret dive.
- Stops pesky channeling ultimates.
Spirit Rush- Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 85/125/165 (+35% AP) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
Base CD: 110/95/80 sec
Cost: 100 Mana
- Great for chasing low health champions.
- Also great for escaping.
- Helps with turret diving.
- Similar to Flash, you can go over walls
- Does strong damage when paired with Fox-Fire
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Orb of Deception is a great skill for farming and harrasing. I choose this skill first to help with killing minions and harrassing at the same time. This is one of Ahri's main damage output so I max it by level 9.
Charm is what I get at level 2. I max it after maxing Fox-Fire mainly because the damage will fall off when compared to Fox-Fire and it isn't used as much for damage but moreso for the lure.
Fox-Fire is leveled third, sometimes second if you by chance go mid versus a melee. You will want to max this second. Spirit Rush + Fox-Fire can give some good damage output. Once leveled to 3 or 4 you can do some pretty good damage with it alone.
Spirit Rush is, of course, leveled at levels 6, 11, and 16. This is what gets you kills and keeps you alive. It is a fun ability, especially when using to juke enemies! Ontop of that, it has 3 uses.
Tips & Tricks
- WARD! Sight ward can help against any ganks on you.
- When escaping, Charm can be thrown back to stop the chaser from doing anything except slowly walk toward your direction.
- Charm also helps to check bushes instead of face-checking. Orb of Deception can also do this.
- Spirit Rush can leap through walls, use this to juke!
- Spirit Rush is also great for doing this; Hop over a wall, and if the enemy Flashs, hop back over that wall!
Here, you want to focus on farming while also harrassing. Aim up Orb of Deception so it can get CS and hit the enemy. Due to Ahri having mana issues in the start, you don't want to use this just to farm. Watch for your passive, Essence Theft, which will turn your ball green. Orb of Deception is best used for this passive, which will heal damage taken. This, ontop of having Hextech Revolver will keep you in lane for a long time if you know how to use spells so that you won't go OOM. Keep making sure to farm! Farm, farm, farm!
One thing you can do is when you get Charm start to focus on your opponent a little more. Pull them to you and hit them directly in the face with Orb of Deception. Get a Fox-Fire in too, if you have enough time to do it, which you usually would. This can get a kill for you.
At level 6, this is where the real fun starts. Lure your opponent in with Charm and instantly cast Orb of Deception, Ignite, Fox-Fire, and if needed, do Spirit Rush. This will nearly always get you a kill unless they are tanky, or have good magic resist.
One last thing, WARD! Wards save lives. Don't even bother trying to say some excuse of "Oh, I'm AP Carry I need all my gold!" Not even the AD Carry should use that excuse. You can gain the money from a ward or two back easily.
If, for some reason that is a TL;DR, here is a revision.
- Harass and get minions with Orb of Deception, though, be careful not to push.
- Keep farming, if you need practice, try a bot game.
- Early on Charm, Orb of Deception, and Fox-Fire can land you kills, try to lure into the turret!
- BUY WARDS!
This is pretty much similar to early game, except teamfights will begin to start, and a lot more ganks will happen. Here, you want to push your lane and get a tower destroyed. It helps if it's the enemies, because mid lane is the most commonly pushed laned. Once either sides tower is destroyed, or when you push the minions to enemy tower, go gank a few lanes to help teamates. Don't feel like a failure if the enemy doesn't die. Did they blast Cleanse, Flash, Ghost, Exhaust, Heal? It was a successful gank. Try to help in all the teamfights, get dragon, gank people, push lanes, and continue to farm. Keep warding and tell your teamates to ward!
- Push your lane.
- Get towers.
- Push other lanes.
- Steal buffs.
- Help in teamfights.
- Get dragon.
Here is where the most teamfights will happen. Keep getting dragon, and go for
if it won't screw anything up. Continue to ward if you have space, and remember to tell your teamates to ward! Try to get in the back of fights and kill off their ad carries and get out before anyone realizes what happened. Continue to kill off the squishies and destroy the enemy team! Remember, if anyone has a channeled ultimate, Charmthem when they cast it. Be smart when using Spirit Rush and don't get yourself killed or waste it.
For killing the ad carry: Target the AD Carry with Charm and if you have a good team they will jump on him/her once they see Charm taking place. Try to save Spirit Rush for emergencies to make a quick escape for if the battle takes a wrong turn. If the enemy team jumps on you, you can use fox fire to do some damage while you Spirit Rush to the back of your team.
- Continue to get buffs, dragon, ect.
- Keep ganking.
- Get Baron .
- Continue to help with teamfights
- Charm anyone using a channeled ultimate.
- Go for the carries.