Ahri Build Guide by Chooch
Not Updated For Current Season
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Build and Guide To Dominating
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.
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.
Positives and Negatives
(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
- 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
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.
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.
Some other options are:
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
-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
- 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
-It is good to use this while using Spirit Rush
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
-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
- 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
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
The Items you use vary from match to match, but some stay the same.
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.
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.
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
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.
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.
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
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.