Ahri Build Guide by Neon Kitty
Champion Build: Ahri
| Health | 2400 |
| Health Regen | 56.3 |
| Mana | 1130 |
| Mana Regen | 20.05 |
| Armor | 306.69 |
| Magic Resist | 106 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 104 |
| Attack Speed | 0.895 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 640.65 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello, and welcome to a Neon Kitty guide which is focused to sharing how I use
Ahri, by starting the game in the Middle lane.
This guide is by no means perfect (as no guide is) but for my aggressive play style, it works wonders. This is proven as you can quickly bounce back by using Ahri to her fullest with great planning, positioning and general harassment that her first skill provides, but more on that later.
This guide will be updated every now and then as Ahri is one of my main characters and I will try to preserve the old and new versions together.
Ready for some awesome action with one of the best mobile assassins in the game? Read on my humble learner.
*Editor's Note*
Since this guide is the first one I made, it will probably see the most changes to layout and presentation... given enough time of course.
Warning and Disclaimer of Sorts... With a Changelog
By reading this guide you acknowledge that you won't be offended by any form of language used within. Also by reading past this point you waive every right and privilege to be offended by me and this guide and also you agree not to post anything in the comments which I or anyone else will feel offended/you didn't read this part/you don't want to understand this part.
Don't make me summon
Ezreal to
Hadoken you in the back of the face.
With that being said, since I love giving items and people names, this guide will use their actual names at some point, but will usually give them a different name next to their icon.
For example:
Will of the Ancients may appear as
Dr. Insano's Diary
# Credits Where Due #
jhoijhoi for the separators - If she has a problem with me using them, she can contact me and I will make my own
Riot Games for League of Legends
Mobafire for hosting my awesome guide, as well as other awesome ones
Razer for their awesome keyboards, mice and mousepads - Just wish they'd hurry up and release the Razer Blade here in Australia (written 3/7/2011... that's July for you Americans, learn to write like the rest of the world)
# Changelog #
v0.2:
-
- Modified the title of the guide
- Added v0.2 to the changelog
- Added tags to the guide [3 at this time]
- Fixed jhoijhoi's gender calling in the guide
- Videos are on their way, uploading the smaller parts on Abilities now
-
- Created the Guide
- Added this cool looking Changelog
- Drawn a picture for the Guide
- Preparing videos featuring tactics, gameplay, strategies, and more... with me talking!!!
The Positives and Negatives
As is with every champion, there are some nice Positive points with some nasty Negatives. Let us take a nice long look at Ahri's Positives and Negatives in this wonderful table I'm about to draw up:
Positives - The Good Stuff (tm) about Ahri
+ Great ganker, especially so if you stock
+ Her abilities have a relatively low Mana cost
+ Most importantly, her cooldowns aren't punishing like some other champion's are *cough*
+
+
+
Evil Negatives to keep in mind
- Her main three abilities can be frustratingly difficult to land without the use of
- Tends to get targeted unless your team has a
- Tends to be fairly useless while silenced, snared, juggled or out of Mana (as far as I know)
-
Summoner Runes
Over here in this section, I shall discuss the Summoner Runes that I like to use with
Ahri.
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
These Marks improve Ahri's damage output something shocking and makes her very scary. These bad babies grant a nice bunch of points in
SPACE
SPACEThese gifts from the higher planes boost your Armour (a.k.a. Physical Defense), which soak up attacks such as Auto-Attacks and Attack Damage.
These runes allow you to tank the creeps/minions more effectively by receiving less damage as a result. Armour is essential against champions that rely on auto-attacks or Attack Damage in order to harm you.
Such champions include, but aren't limited to:
SPACE
SPACEThese nice little Glyphs give you some additional Ability Power upon entering a game. These give Ahri a nice boost to her abilites, particularly
Ability Power is the strength of you abilities. If Attack Damage would be considered as the Strength stat, then Ability Power would be the Magic Strength stat. Long story short, it makes you hurt them more. Woohoo!!
SPACE
SPACEThese function the same as the Glyphs, providing a lot more Ability Power per rune.
Masteries
Offense : 21 | Defense : 0 | Utility : 9
Now remember that this guide is meant to abandon Defense for more Offensive capabilities.
The Offensive mastery tree is basically like making one for
Abandoning my usual Defensive 9 points, I place them into Utility where they actually make a major difference for the slight changes for Utility 9. Taking a point for the Summoner Spells, the other 8 are placed in Mana Regeneration, Mana Per Level and MUCH needed Movement Speed.
Abilities at Your Disposal
Passive Ability - Essence Theft
Correctly utilising
You may be wondering what is the point of charging an ability, generally that means something nice is going to happen at some point right? Well dear reader, there is something very nice when you reach 9 charges. The next ability you use will have a 35% Spell Vamp of the damage dealt to enemies. This +35% Spell Vamp goes on top of your current Spell Vamp rating, and this is an important point, which will be explained soon.
Spell Vamp - A Primer by Neon Kitty
Now if you are confused as to what in the flaming pits of Noxus Spell Vamp (Spell Vampire?) is, I shall enlighten thee, as I too was confused to what it really was until recently.
Spell Vamp functions much like Life Steal. Now what good does Spell Vamp do if it functions like Life Steal? Unlike Life Steal, which restores health proportional to the amount of damage dealt by Physical Damage (usually Auto Attacks), Spell Vamp would be the "magic" version of it. Spell Vamp restores health proportional to the damage dealt by an ability that damages enemies.
SPACE
Q Ability - Orb of Deception
Ahh this probably should be your main weapon of choice as any Ahri. This can be considered a 2 part spell. Simply click somewhere around Ahri, doesn't matter where, and she will hurl this ball of awesome in the direction, damaging enemies for Magic Damage (Ability Power) until it reaches it's maximum range. Now, here's where you can have lots of fun, on it's return trip back to you, so it can tell you of it's wonderful trip to the beach and everything it slaughtered along the way, it deals True Damage until it returns to you. Basically True Damage, from my understanding, does exactly that much damage to the target.
Example:
SPACE
W Ability - Fox-Fire
This ability was nerfed in the patch where
I personally don't like this skill, even though it prioritises champions over minions, but chances are that you're going to hit minions or not the targets you want. Even before
SPACE
E Ability - Charm
Aah, this has to be the hardest skill to land as Ahri, but makes her even deadlier when it does.
The wrinkle that makes this wonderous ability hard to use is that it is a skill shot. For those who, like me, have played
Skill Shot - A Primer by Neon Kitty
A skill shot is an ability that hits the first enemy target it encounters, disappearing on-hit, regardless if it is a minion or champion. Think of it like
SPACE
R Ability - Spirit Rush
Ahri's "ultimate" ability is
This ability lets Ahri dash a short distance towards your mouse, also utilising a "mini Fox-Fire" as it's damaging compenent. This ability is her bread and butter in my opinion, just as important like
General and Advanced tactics and strategies will be discussed in the Tactics and Strategies section about how and when to use these abilities.
Items, Delicious Items
Let us begin by going through the Items listed in this guide, in the order I consider getting them.
Doran's Ring
Most people begin with a Doran item and will call you a newbie when you don't. While the ring is a very nice item to start with, you can forgo this item and grab a more defensive item such as
Doran's Ring will help you in most of the areas which Ahri is weak in; Health and Mana Regeneration. This is up to you what you choose to use initially, but please, for the love of Ahri, NEVER start with
Blast Wand /
Moonflair Spellblade
Alright, this item is my secret weapon and closely kept secret. Well... not anymore anyway.
The
Buy this on your first trip back, or at least the
Speed Boots /
Sorcerer's Shoes (a.k.a. Magically Penetrating Pumas)
During your first trip back, you should be able to also afford some new shoes. Depending on your gold income, you can get away with
These
Magic Penetration - A Primer by Neon Kitty
Magic Penetration allows abilities that utilise
SPACEFinalising the Build
This is where your build should deviate and cater for the buildup of your team and the enemy team.
Ability Power Glass Cannon
Start by grabbing that cute
While this is considered "Glass Cannon" path, besides a ridiculous amount of
+ Some Magic Resistance, Cooldown Reduction and much needed yet over powered Scaled Mana Regeneration from a
+ Dramatically Improved Ability Power from a
+ Even more Magic Penetration from a
Ahri was already the devious charming dancer, but now she's also a more effective pimp master who will carve the words "Your Health Is Low" into your enemies foreheads.
This build has the drawbacks of:
- That
- The
+/- You can swap
SPACESustained Aggressor
I have to admit, now that League of Legends is far too popular and most people are using the same range of champions all the time, it's hard to keep up with the tanky champions that do almost everything *cough*
Since the
What's that? You just charge her in there at the start of every fight? How cruel of you.
While Ahri is by no means an initator, she is a great tactician who suddenly appears and dances around the arena dealing insane damage. The key is to watch and manage your Spell Vamp, abilities and predictions.
From the
If you have the
There is good news and bad news about this build:
+ Much needed Magic Penetration and increased Ability Power with your
+/- Defense against physical heavy enemies with your
+/- Defense against ability heavy enemies and increased Health Regeneration with your
+/- In conjunction with either of the above vests, Short Ranged Attack Speed and Movement Slow, slightly incresed Cooldown Reduction and Health Regeneration with your
While I did mention that the vests and the shield were heavy, they do NOT restrict your Movement Speed in any way shape or form. However, by favouring sustainability, you also gain these negatives:
- Prime target to be focused because of the above point
+/- Can swap any of the defensive items out for a
While the usage of
Closing Statements
Use this as a guide, not doctrine. Experiment, deviate from this and find your own preferences with using
Ahri. I can only advise, you are the one who has to take heed.
This guide is far from finished, watch for more videos and tactics and what not.
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