Ahri Build Guide by TheGartonator
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.
One Foxy Lady
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.
Good Morning / Afternoon / Evening viewers, and welcome to my Ahri build!I am TheGartonator and I will be guiding you through my choices and the way I play Ahri. I have been playing her for some time and though I am not the best player, she is an incredibly fun champion to use and I highly recommend her.
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.
Pros / Cons
Ahri is an incredibly strong mid-lane champion
Orb of Deception is an excellent farming tool, and allows her to use her Essence Theft very easily and effectively.
Ahri is an incredibly mobile champion when her Spirit Rush is up, which is often, making her a versatile roamer.
Charm is an excellent cc tool for shutting down melee hard-hitters and tunnel vision champions, like Tryndamere and Wukong.
Orb of Deception makes two journeys- One to the destination and one back. This means two hits, and the second deals true damage!
Ahri has fast autoattacks, making last-hitting and early game harrass easier.
Ahri is quite squishy, and can be taken down easily if her ult is down.
Charm can only affect one target, and the cooldown is quite lengthy.
Silence destroys Ahri.
Very susceptible to cc.
Charm can hit minions, so hiding behind a minion wave is an effective way to counter her.
Mana-Hungry early on.
Fox-Fire and Spirit Rush can target minions instead of champions at the worst times.
Masteries and Runes
Greater Mark of Magic Penetration
Greater Mark of Precision
Greater Seal of Mana Regeneration
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
Greater Quintessence of Movement Speed
The Hybrid Penetration marks are there solely for early game poke potential; basic attacks are a deceptively powerful damage source, particularly with Arcane Blade adding a little extra kick. Harrassing an opponent early on will help you blow their health potions, prevent more daring midlaners engaging on you when you don't want them to, and it'll save you mana for when you need it (Ganks, Engages, Disengages, etc.) The Magic Penetrationmarks are more there for the lategame, helping you bring down tankier opponents and making the most of Ahri's damage potential. It will not affect her true damage from her Orb of Deception's second trip, but it will greatly benefit the rest of her abilites.
The Mana Regen seals are for early game sustainability. As we know, Ahri is quite mana hungry, so the extra regen helps. It also means that we don't need to waste money on mana potions ever. It also means that you never have to build a Chalice of Harmony! Personally, I just hate the item, but if you love it and need one in your life, I won't burn down your house. Much.
The Ability Power glyphs work amazingly early on in combination with Archmage increasing the boost by 5%. That, in addition to my quintessence, makes for a staggering amount of early ap. This makes securing first blood, or harrassing and poking, much easier and more effective. The boost subsides slightly once we hit our Needlessly Large Rod, but it is still there and still highly beneficial.
Skills and Descriptions
Essence Theft (Passive)
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.
This is an incredible passive for Ahri that grants her lots of sustain, which helps her greatly in mid lane, Especially against champions who poke frequently e.g Xerath. Mid-game, it can help Ahri grab blue buff without the jungler's help, assuming she has sufficient damage. This means that the jungler can focus on helping lanes, securing objectives and securing other buffs. Lategame, this passive becomes downright OP, when she can just waltz up to a creep wave with less than half health, hit it with an Orb of Deception and leave lane with nearly full health. She can also do this to wolves or wraiths, to a slightly lesser effect. Finally, this passive allows Ahri to deal with champions chasing her down. By throwing out a Charm, an Orb of Deception and a Fox-Fire, you can build up 6 to 7 charges on Essence Theft. The low cooldown on Ahri's abilities mean that she can do this frequently, healing herself often.
Orb of Deception (Q)
Ahri 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. Each trip the orb takes deals 40 / 65 / 90 / 115 / 140 (+ 35% AP) damage.
This is your poke, farm and passive resource. It will also be your main source of damage early on. The base stats are fairly weak and it doesn't scale much from AP, but it hits TWICE and once with TRUE DAMAGE. True Damage ignores magic resistance, so even that won't save them from your wrath! >:D
Early on when you're insanely mana hungry, SAVE IT FOR WHEN YOUR OPPONENT MOVES A BIT TOO CLOSE. Do NOT poke constantly and use it for farming all the time! (Though it is ok to farm and poke with it, don't do it frequently. You need reserves of mana for ganks.) And when you have your passive, be sure to hit most of the minion wave with it so not to waste the heal. This ability is effective at disabling spellshields, like Banshee's Veil, since the first hit will be mitigated but the second, more powerful one will deal full damage.
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. Each Fox-Fire deals 40 / 65 / 90 / 115 / 140 (+ 40% AP) magic damage. Additional Fox-Fires that hit the same target will only deal 30% damage.
Fox-Fire is more of a lategame ability than an early one, not least because of the fact that it has the highest AP ratios of all your abilities. It works in combination with your ultimate so effectively, because it means that with one dash you can fire 6 orbs at targets. SIX ORBS! This deals tremendous damage. Another reason why Fox-Fire is awesome is because it doesn't have any cast delay, so you can use it while running. If you're feeling hardcore and running from an enemy champion while your charm is down, you can pop your Fox-Fire for some quick damage (And an effective heal if Essence Theft is available), and you can just use it for a slow if you have built a Rylais. Unlike Orb of Deception, Fox-Fire applies the full 35% slow to each target hit.
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. The Charm deals 60 / 90 / 120 / 150 / 180 (+ 35% AP) magic damage, and the effects of the Charm last 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect.
This skill is Ahri's signiature move. It is used to slow targets, bring them in, position them for a burst, chasing, escaping, raping (metaphorically), all that good stuff. The downside is that the enemy can easily prevent this from hitting them by hiding behind their minion wave- It will Charm the first target, including minions. Using your ultimate to position yourself for a Charm could be an excellent move if you believe it is worth it (The target is squishy and high priority, like a carry. This works as a good initiating ability.) This ability is also an excellent counter to Master Yi since Charm does not actually count as a slow. Hence, his Highlander will not resist the movement speed debuff. In addition, Charm's damage amplification scales amazingly well with Deathfire Grasp's active ability, causing Ahri to deal 44% addditional damage to her target! Add in True Damage from Orb of Deception and we've got a nuclear bomb on our hands.
Spirit Rush (R- Ultimate)
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.
Each orb fired by Spirit Rush deals 0 / 110 / 150 (+ 30% AP) magic damage on impact.
Ahri's ultimate is the reason she is considered a 'mobile mage assassin.' The dash can be used to get over walls to initiate OR escape, or can just be used to set up combos, escape or chase and finish targets. With this, you can dash around a teamfight with your Fox-Fire and blast everyone to kingdom come while getting in position for your Orb of Deception and Charm. The base damage may seem underwhelming on paper, but you get 3 lots of it PER USE. The cooldown is also relatively short, which is nice.
Something worth noting is that, unlike Fox-Fire, Spirit Rush doesn't apply the full 35% slow from a Rylai's Crystal Scepter. It instead only applies a 15% slow.
Skill Sequence and Why
An incredibly useful spell for chases and escapes. While your ultimate provides 3 dashes anyway, Flash is there for the pre-level 6 kills (Of which there should be a couple) Pre-level 6 gank escapes (Which are to be expected) and for whenever your ultimate is down. One does not simply question Flash's uses. Take it or, let's face it, you're not smart.
Be sure to get blue buff once it spawns, ask your jungler for it. If not, it could impact your lane phase badly. With it, you will also be able to gank other lanes more effectively without returning to the spawn in between. To initiate such ganks, you should use your ultimate once to jump in there, over a wall or behind them to keep the element of surprise and AVOIDING THE RIVER BECAUSE IT WILL MORE THAN LIKELY BE WARDED. Once you're over the wall and close to the enemy champions, jump around them again once using Fox-Fire to deal a good amount of damage, using Charm and your Orb of Deception to pull the highest priority target (The carry, usually) into you and your allies if they are smart enough to help you and dealing heavy damage. Depending on your situation, you can finish the carry or the other target with your final jump before retreating (Best used if you have Flash up) or using your last jump to escape with your life. If the enemy mid lane is missing, this often means they're coming to deal with you, so make sure you use smart-pings to prepare your bot lane and jungler for the gank and try to pick up another kill here.
After a successful teamfight like that, especially if their jungler is down or nonexistant, this is a good time to tackle the dragon if your jungler's Smite is up. If not, don't bother but if you get at least half of your team on it, it should be pretty possible. It's a good idea to keep dragon warded when these teamfights start. This also pretty much starts off the mid game phase, by which stage you should be fed enough to continue roaming and helping push other lanes.
She also has insane damage so I recommend getting magic resist; a Negatron Cloak will go a long way here. I say keep wards up because her stun will leave you susceptible to ganks. Ask your jungler to ward on the river bushes if you're low on gold. Keep poking from a distance and because your E outranges her, you should be ok. Just be weary of Flash.
She could Shunpo onto you and use Sinister Steel though, to make the trade even and use her Death Lotus if it is up. Flash or ult out of it. Seriously, do it. Charm her if it's up but if not, escape its range. It will kill you. The main issue about laning with Katarina is her Shunpo, since it allows her to dodge your Charm and rendering you worthless for a while. She has no cc though, which you can use to your advantage.
Morgana relies on the same tactics as you. She needs you to come out from behind your creeps in order to snare you with Dark Binding. However, her Dark Binding is her nuke. Her Tormented Soil does very little damage unless she can snare you on it. Her Black Shield can be a pain, as it can block your Charm completely. However, its cooldown is very long and you should be able to Charm her again before the cooldown ends. Poke her frequently from behind cover. Don't be afraid to use your Spirit Rush to escape her Soul Shackles; you get 3 jumps but she only gets one chance to stun you. Jump away, then right back in.
Tips, Tricks etc.
As you should know, Ahri focuses on skillshots. Not so often as champions like Ezreal, but still enough for me to grant her a "Skillshot champion" status. Some general ideas to put the trick in shotting are as follows.
GET CLOSE.You needn't get close enough to shotgun blast them - you're not Graves. But
Ahri is no sniper,that's for sure. Her shots travel fairly slowly in comparison to Ezreal's Mystic Shot. The advantage is that Ahri shows massive nuke potential. A greater risk for a greater reward, naturally. Being closer allows you to position yourself better to land both hits easier, and utilizing your Charm.
- Your Orb of Deception will follow you on its return trip. You can angle yourself so that you take out minion waves with greater ease, or in some cases, move behind a target after you have fired your Q to deal true damage to them. It's something you can try, but not something that your enemy will just let you do.
- E -> Q -> W + R. Landing your Charm and firing a quick orb towards them on its own does enough damage to quickly deal with enemies at level 2, and it continually deals a good amount of damage all game. If the enemy is close enough, a Fox-Fire will almost double that damage. If your enemy is at 1/4 hp or less, ult them.
WHEN IN DOUBT, USE YOUR ULTIMATE.Ahri's ultimate following this build gets a low enough cooldown to use in almost every fight you get into, so don't be afraid to use it. In some situations, like when dealing with carries, using your ultimate is imperative. You've crippled them and knocked away a bunch of their hp without your ult, and now they're running away with your tails between their legs. 2 ulti jumps will get the kill more than likely because in a 1v1 situation, your ultimate can not only be a lifesaver, but a life ender.
ALL OF THE SHOTS CONNECTING WILL LEAD TO AN INSANE AMOUNT OF DAMAGE.That said, don't just use your ultimate to get over walls or something, unless it's already been activated or you're stealing a buff, dragon or baron, or escaping. Not as a shortcut.
- The Deathfire Grasp has an ACTIVE ABILITY which is pretty obscene. It deals a base amount of damage based 25% of their current hp and it scales with AP. The cooldown is also only one minute, so this can be used once or maybe even twice in a prolonged teamfight. USE IT. It is to a tank what Smite is to the jungle - the king. Dr. Mundo coming at you? Charm him in so your team can unload, DFG and unleash your burst using Ignite to cripple his healing.
- Abyssal Scepter's aura range has been nerfed a lot, so you'll need to get in closer to use it effectively. I highly recommend building a tankier Ahri if you want to fully utilize it. That said, it's still useful but if your pokes aren't working as well as you'd like, this may be the cause. It may even be viable to replace your scepter with a Zhonya's Hourglass. I have started to do so and it works nicely, with the active ability AND the insane ap bonus, which with a deathcap, comes to 133AP. A simply massive boost.
A Closing Note
That about wraps up my guide, I've annoyed you enough with it already. With that, I hope you enjoyed the guide and found it remotely useful, even if only for the build. Thanks for your time, particularly if you rated the guide well (*Nudge Nudge Wink Wink.*)
-TheGartonator / TehGartonator-
A special thanks goes out to the lovely jhoijhoi for her amazing guide to making a guide, and another to all of those who gave me all of the constructive criticism and feedback that helped this guide reach where it is today.
jhoijhoi's guide to making a guide