Ahri Build Guide by Chooch

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 Chooch

Ahri Guide To Making Sure They Have No Butter

Chooch Last updated on December 30, 2012
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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


Utility: 9

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Hello, thank you for viewing my guide I hope this helps. This is the first guide I made, and I would like any positive criticism. Enough about that.

I recently have purchased Ahri, and I have been playing her a lot. I am in ELO Hell (Slowly rising out of it) so its not very impressive, but I am currently 8-2 with Ahri and have a KDA of 4.4. She is now my favorite AP Carry and Mid Lane champ

However i don't think Ahri is very easy to play. this is because her main farming tool and damage dealer is a skillshot, and her only CC is also a skillshot.

Oh and for skins I highly recommend Foxfire Ahri.

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Positives and Negatives

+ Incredibly mobile WHEN her ultimate Spirit Rush is up, this even allows her too get kills under the tower.
(I don't do this unless I am sure I will not get CC'ed under the tower
+ Arguably one of the best CC in the game with Charm
+ Great harass with her Orb of Deception
+ Her passive Essence Theft for keeping her in lane
and not returning to base to heal
- Very squishy until built more tanky
- Lacks mobility when Spirit Rush is on cooldown
- Has early game mana issues
- Needs good farm or kills to be effective late game
- Takes practice to use her and it is easy to dive into team fights with Spirit Rush

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Okay so the runes. I build my runes for giving Ahri extra AP early game giving you extra burst, but also keeping Ahri from being melted down if ganked by the enemy jungler or another bad situation.

Quints - 3 Greater Quintessence of Ability Power = 14.85 Bonus bonus AP. Early game this is HUGE, and gives you a lot more burst. This is almost as much AP as a amplifying tome.

Marks - 9 Greater Mark of Magic Penetration = 7.83+ Magic Pen. This makes your burst early game better, and it helps throughout the entire match.

Seals - 9 Greater Seal of Armor = +12.69 Armor. Some extra armor on this squishy caster so she doesn't totally melt.

Glyphs - 9 Greater Glyph of Ability Power = + 10.8 AP. This again gives you more early game burst and adds onto the Quints making you quite nukey just with just your runes.


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

Some other viable runes could be magic resist runes since you will most likely be in lane against another AP champion instead of more AP for glyphs.

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A simple explanation is the 21-0-9 like most AP carries.

And a more in depth look at the masteries


I use these masteries because it gives more burst, it helps a little bit with the early game mana issues, and it also gives more move speed which makes escaping, harassing, and gap closing easier.

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With Ahri I always go with Flash and Ignite. I do this because Flash is a great escape (possibly over a wall) or it can be a great gap closer. I chose Ignite because against most mids if you land your Charm, Orb of Deception, fox fire, and Spirit Rush combo you can pop ignite and they should be dead no problem.

Some other options are:
Ghost- good escape and gap closer
Teleport is nice since it allows you to go to base heal and buy items, but i think a good jungle will cover your lane.
Clarity- dont get this
Exhaust- is nice it helps you take damage, but i find ignite to be better on Ahri, just personal preference
Heal- is okay, but if someone really knows what theyre doing it can be countered by Ignite
Barrier- is good only if you are diving into a fight or being focused, but this is not usually a problem if you aren't being foolish and tanking with Ahri

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Essence Theft (passive)- 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.
- This is great for sustaining in lane by hitting a wave of minions with Orb of Deception while having 35% spell vamp
-It only takes 3 good Orb of Deception uses to gain it

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
Range: 880
- This is Ahri's main source of damage and harass
- It deals magic damage going forward, and true damage on its return
- It has decent range and can go through minions making it even better for harass

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
Range: 800
-This can deal quite a bit of damage
-It is good to use this while using Spirit Rush
-Prioritizes champions

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). (My favorite ability of Ahri's kit)

Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Range: 975
-Game changing CC
-Try to hit the person dealing the most damage in team fights, or someone with a ridiculous ult like Zyra
-It has so many uses such as taunting someone into a tower, lining up your combo, avoiding face-checking bushes
- It can even be useful as an escape because it stops them from using abilities, and makes them walk, which is slower then Ahri running. (Do not rely on this as an escape it is a last resort)

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
Range: 450
- great gap closer that also deals damage
- it is also a great escape, and can go through walls
-it deal a lot of damage
-it can be used to allow you to tower dive

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Skill Sequence

It is pretty simple. Max Orb of Deception FIRST, then Fox-Fire, but if you are getting ganks on mid or the enemy is pushing you near tower you may want to take a point or two in Charm just to extend the time of the taunt.

always get a point in all 3 abilities before maxing any one single ability. this means do not just max Orb of Deception and Fox-Fire leaving out Charm.

Max your ultimate Spirit Rush at 6,11,&16 as usual

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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The Items you use vary from match to match, but some stay the same.

Starting Items

I think Boots of Speed + 2x Health Potion + 1x Mana Potion
My reasoning for this is boots are just a must and help in every aspect of the game, the 2 potions help you sustain and if you use Essence Theft correctly you should sustain fine, and the Mana Potion helps with your early mana problems.

Mid Game
This depends how your lane is going.

Get Sorcerer's Shoes before anything else, the Magic Pen makes you do more damage and gives you mobility.

If you are doing fine in lane I will generally get 1x-2x Amplifying Tome or Hextech Revolver if you have enough gold. 1x-2x Mana Potion and/or 1x-2x Health Potion never hurts, and allows for more time in = more farm = more gold = better items sooner.

If you are having trouble with another bursty mid... such as LeBlanc or Akali I go for Abyssal Scepter, building Negatron Cloak first this is great because it stops the opposing APC from melting you AND makes you deal more damage since Abyssal Scepter also lowers enemy MR

Next I generally try to buy a Blasting Wand and Needlessly Large Rod , and build that into Rabadon's Deathcap ASAP. I do this for that HUGE burst. At this point you should be having no trouble bursting down the opposing mid.

If it is still going well I then build my Hextech Revolver into a Will of the Ancients. This is a great item since it stacks on itself giving 80AP total and the bonus spellvamp is great on Ahri, and gives the passive spellvamp and +30 AP to teammeates.

Mid/Late Game Items
It is as always depending on the match what you build. If you are on a team that is focusing you and melting you down go with Zhonya's Hourglass, but only if you will use its active, which makes you untargetable for 2.5 seconds, and gives 100AP which is a lot.

If you're not being focused and are just melting everyone, build a Deathfire Grasp, and use the active which is great for just melting who ever you target with it. I generally prefer not to use this item, the CD is great and the passive is also, but i prefer a more tanky Ahri

Then build a Rylai's Crystal Scepter, this is great for bonus 80+ AP, 500+ HP, and you get a great passive slow for every ability you cast. Overall a great item for chasing and still dealing more damage.

So your full build on Ahri should go in about this order Sorcerer's Shoes, Rabadon's Deathcap, Will of the Ancients, Zhonya's Hourglass, Abyssal Scepter, and Rylai's Crystal Scepter. I build this over the pure glass cannon Ahri because this allows for dishing out a lot of damage and also being able to take some.
Item Sequence

Rabadon's Deathcap

Will of the Ancients

Zhonya's Hourglass

Abyssal Scepter

Rylai's Crystal Scepter

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Laning Phase

Always, always last-hit the minions. It is a waste of gold not to, and if the opposing mid is they will quickly get better items, and most likely dominate you. You can also try to predict when to harass by looking at your minions health knowing which minion they will try to last-hit.

Try to land your Charm, then combo orb of deception, and [[fox-fire. This puts out an enormous amount of damage and will probably leave the enemy at half health.

Do not waste Spirit Rush use it to secure kills or begin a a combo by positioning yourself, or use it an escape from ganks.

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Team Fights

Ahri should NEVER EVER ENGAGE, she will quickly be melted and be totally useless.

The only effective way for Ahri to engage is by keeping distance and landing Charm, but try not to hit the enemy tank or bruiser, instead aim for the AD Carry or AP Carry

You should focus on trying to kill off the opposing AP Carry or AD Carry. A great way of doing this is by hitting them with Charm. This is great because it makes it really easy for your team to focus this champion because it draws them out of position and lasts for 2 seconds.

Hit as many enemy champions as possible with Orb of Deception, and don't forget to use Fox-Fire to deal damage too, and this does not take a lot of thinking since it does not need to be aimed

Ahri is exceptional at cleaning up, and finishing off fleeing enemies with Spirit Rush, and Charm, as well as Fox-Fire

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Overall I find Ahri to be a great mid lane champ due to her ability to farm and harass with Orb of Deception and provides a great damage output. She also has great sustain from her passive.

She is also useful in any team fight because of Charm and her enormous damage output

her downfalls seem to be weak when caught by CC (As are most champions), and she is just squishy.

Best of luck and thank you for reading my guide.