Ahri Build Guide by nSanityy
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.
to my second guide, this time, featuring Ahri, The Nine-Tailed Fox.
From her very first Sneak Peak on, I was very excited about this champion. Not only she is an AP Carry (a role I needed some innovation for) and also an Assassin (my favorite type of champion).
Besides I guess some of us just think this is cool because of Naruto (and the current manga events).
So let's step right into it. I will mark all the important info in colors etc:
Pros / Cons
- Strong Nuke Potential
- High Mobility due to ultimate
- Great Spell synergy
- Can Snowball
- A lot of fun to play
- Sexy & Cute simultaneously
- She got the Charm ;)
- Good farming
- Slow base movement speed (375 with shoes)
- Hard to learn
- Skillshots only (or rather autolock-target spells)
- Mana dependant
You want also a bit of armor/magic resist and of course more health in the beginning.
Greater Mark of Magic Penetration
Greater Seal of Ability Power
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Alternatives could be Health Runes, Movement Speed Runes, Mana Regen Runes etc.
Choose whatever fits your play-style the best.
You will have the same combo all game long. Initiate with Charm and hit your Orb of Deception right after. You do this because these are your skillshots and your biggest damage output you have, so you are forced to land them ( Charm helps hitting an Orb of Deception). After this you quickly activate Fox-Fire to end your nuke.
Additionally if you have your Spirit Rush, it can help lining up for Charm or doing even more damage!
Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
In my eyes, this is a great passive which gives Ahri a huge sustainability. Your Orb of Deception can hit an entire minion wave, but you get only 3 stacks per spell. That means if you need your passive to regain health, you would need to push the lane. Beware of ganks if you decide to do so.
Ahri sends out her orb, dealing 40/65/90/115/140 (+0.33) magic damage, and pulls it back dealing 40/65/90/115/140 (+0.33) True damage.
This is your main damage dealing spell. As I said try not to hit minions with it if you just want to harass, or harass them at the same time as you need your passive and hit minions. Consider the damage on it's way to the enemy as ok but not really relevant. What you want to do instead, is hitting them with the Orb on it's way back for the true damage, which is really high considering the low cooldown.
Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+0.38) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/140/200/260/320 (+0.75)].
If you consider yourself playing not-so-good with skillshots, but still want to enjoy Ahri, skill this first. This is a nice early game nuke if used right. A bad aspect though is, that you need to get pretty close to your enemy for Fox-Fire to hit the champion and not the minions.
Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) 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).
In my eyes, this spell is all Ahri needs to be usefull in the game. This not only wins your lane if you hit, it also wins teamfights when they haven't even started and is a good escape mechanism (I'd even say better than Irelia's Equilibrium Strike because it's ranged). This is your initiator and if you hit this on a Carry he's considered dead.
Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
A great ultimate to complete Ahri's nuke potential and the reason for her beeing an Assassin. As soon as you hit lvl 6, you enemy has no chance other than buying lots of MR or Health. Great spell for initiations, gap-closer and good damage output. Tripple flash inculded. Only negative aspect is it's rather long cooldown.
I choose Flash because it let's me have always an escape mechanism. By the time you use Flash you will most likely be able to use Spirit Rush twice. Let's say you used your Spirit Rush, you still can use flash. Shortly after Spirit Rush should be off cooldown again so you can use it etc.
This simply raises your nuke potential and ensures kill that might get away low. Really no description needed. Burst them, Ignite them and they are most likely dead.
Since the Flash nerf, I play more often with Ghost than before because I always have the longer mechanism. Sure you could Flash over a wall, but with Ghost you have several seconds of increased movement speed.
Good spell for AD champs but not necessarily what you need for Midlane.
If you don't have the runes/masteries and you just started playing AP it's ok to start with this but you should play your best and possibly try NOT to be relying on it.
Great health bonus and important mana regeneration + extra AP. Best item you can get against non-skillshot champions that have little resistances.
Against strong harrass-champsions like Cassiopeia
If you're cocky and feel like you totally will destroy your opponent. Build well into other items.
I would not recommend any of these shoes. Boots of Swiftness can be nice because of your low movement speed but if you get Lich Bane these get quite useless compared to the other ones.
These are the boots for you. I'd go with Sorcerer's Shoes for 90% of all games but if you feel like you do enough damage you can get some extra Cooldown Reduction. [[Mercury's Treads
~~Viable AP Damage Items~~
Rabadon's Deathcap is a must for every AP Carry anyway and if your enemy is stacking MR, Void Staff is your best friend.
Good items, but not as necessary as others. If you like Archangel's Staff, but it, it's great but it takes up an item slot we might need. Deathfire Grasp is a good item too but in my opinion Morello's Evil Tome is better. The Hextech Revolver is a great item for Ahri in the beginning but I feel like it's useless later on and not worth buying it. If you need additional sustain though, buy it and sell later.
Ok-ish items. Haunting Guise is like Hextech Revolver, only if you need more sustain but it's useless later on. Mejai's Soulstealer is just overpowered if you can get 20 stacks on Ahri. If you do so you can change up Lich Bane for another item.
Two really good items that give you lots of HP. I mostly get only one of them but both together make you really hard to kill.
Doesn't really need explanations does it? Guardian Angel if you fell you die alot or need more mana and hp. Abyssal Scepter if they build high MR. Zhonya's Hourglass if they do loads of damage (mostly ADs). Banshee's Veil if they have high AP damage and you need more HP/Mana.
So having read all this and got onto your lane, taunt them with E, hit them twice with Q and finish them off with W. Huge burst damage.
This guide is not as in-depth as I wanted to make it, but I hope that people who play her for the first times will learn something from this and experiment with it.
As I said multiple times this is not really a guide on how you must play her to be successful, but more how you can play her with different items etc.
I also hope you had an easy reading with this and could leave some constructive critique.
I apologize for any grammar or spelling mistakes!