Ahri Build Guide by Levidica

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League of Legends Build Guide Author Levidica

Ahri - Nine Lives Would Be Over Kill

Levidica Last updated on March 19, 2012
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Team 1

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: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Nine tails are always are always better than one!

Absolutely gorgeous banner thanks to JhoiJhoi <3

Welcome to my newest guide to the Mobafire build/guide section for League of Legends! Last time we focused on Riven, the Exile. This time around we are going to shift direction from the Tanky/Ad champion to my favourite role on any team, the Ap mid. Below will be a fully in-depth looking into Ahri, the Nine Tail Fox!

Ahri is an extremely mobile, heavy hitting, versatile addition to the titan's of mid lane. She proudly stands among some of the strongest Ap carries known to League of Legends. One of the main reasons she is such a powerful choice for a mid is because of her versatility, her ability to get in and out of any situation, control most aspects of any gank, and has an unbelievable escape/chase potential. One thing I would like to add before I go on is this, for sometime now since Ahri was released there has been a debate among the League community about which of Ahri's abilities should be maxed out first. The choice for your highest damage out put it between Orb of Deception and Fox-Fire. Technically the way I see it, it comes down to how the game is playing out. Say you notice there aren't really many team fights going on early game and it's just a slow start, without a single question max Orb of Deception first! Now what if the game is going the opposite direction? Perhaps it would be better to level Fox-Fire first. The only issue I have with leveling that ability to five fist would be her passive Essence Theft, the difference in the amount of health gained from the spell vamp when using her Q is far above the amount gained when you use her W.

As stated above Ahri is an Ap champion, now one of the most interesting aspects about her is the fact that Orb of Deception deals magic damage while it travels outward in the direction you shot it, and upon it's return it deals True Damage! That little bit of true damage has scored me many kills as well as saved me from tower dives because of the amount of damage the enemy took they back off. Another reason I will always count Ahri as one of the Titans of Solo Mid, is because she is the only Ap carry in the game with a taunt. Yes it is a skill shot but at the same time that is almost better than a point and click, you can blind check a bush with it and have the enemy reveal them selves for you!

All in all Ahri is an amazing champion, and I'm here to explain how to use her to her full potential! I hope you enjoy reading this guide. <3

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Mercy is a human luxury...

Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. 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.

''Mercy is a human luxury... and responsibility.” - Ahri

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Learning your role in your team

I will now go into detail on the role of Ahri, or even just the role of playing a Solo Mid lane Ap champion. As many of you know the concept of a meta game has a strong grasp on League as it does other games. In this case I'm not so much looking at the "Meta" as a YOU MUST DO THIS THIS THIS AND THIS OR YOU ARE A NOOB! sense.. but more of this is just what the community has found most efficient for the team. Back when I first started playing league mid lane was kind of different than it is now, no one champion type ever really resided there. It was a mix between anti carries, Ad carries and Ap carries. This was also back when Solo Top lane was filled by the Ranged Ad carry, which I find to be some what humorous now because back then people just said "A none ranged champion cannot go against a Caitlyn she will destroy them!" even back then I never really believed that.. I mean if a Renekton jumped her, what can she do? Fight back? No she has to run. Anyways, this all ties into your role as the Mid Ap Carry. Generally we have this break down in ranked/unranked matches, Solo Tanky AD/Tank top lane, Solo Ap Carry Mid, Tank/Support with the Ranged Ad Carry bot lane, and a Jungler. That has been proven to be the best team line up at this point in time.

Now being the Solo Mid Ap Carry there are some things you will need to remember;
  • Often you will find yourself being the only AP on your team.
  • You must conserve your mana and not EXPECT your Jungler to hand you Blue Buff.
  • Generally speaking *Depending on your team* you will be best suited to using Blue Buff in lane.
  • When you get the chance gank Top lane, Bottom has two people so the Jungler has an easier time plus Dragon is on the bottom half of the map.
  • Be sure to ward the entrance to each side of the lane through river to watch for ganks and help your Jungler.
  • Focus more on farming than on taking the tower *Once the tower is gone you gain the enemies attention and farming becomes difficult.*

Just like with every champion, it all comes down to skill and awareness, this is just how League works. This is the reason why League is such a competitive game. So just always remember playing Ahri in mid you are essential to you team, do not be to reckless in lane we can't have you feeding their Ap carry who is just as important to their team as you are to your own team!

Synergy with your Jungler

Every Ap carry has a certain level of synergy with their Jungler, some Ap carries work better with certain Junglers than they will with every Jungler. One of the best examples would be the synergy between Brand & Rammus these two together is certain death if you get caught for a split second. For Ahri she has her own list of champions she synergizes with, Some better than others but all play their own role in a match. From what I have seen and experienced the list below will show the Junglers Ahri has the best synergy with to date.

Maokai - First off Maokai has gained his place as one of the strongest Junglers in the game! So Maokai has two abilities that can be used as CC, Arcane Smash which is a knock back, and Twisted Advance which is a snare. Let's think for a moment here, we have a Knock Back, a Snare, and a Taunt... Yes please? In this case it would actually be better for Ahri to initiate with Charm and then when they flash have Maokai hit with his *NEVER MISS* point and click snare. Such a beautiful gank, I've been blessed with this Jungler a few times in ranked.

Udyr - Udyr has one of the most power ganks in the game without much help from the Ap Carry, now what happens if you pair Udyr's stun from Bear Stance with Ahri's Taunt from Charm makes the gank result in an almost absolute death for the enemy. The best way I could think of this combo working is Udyr running in and stunning them, they flash away and right as they do you tag them with Charm, they are basically 99.999% dead in almost all cases.

Rammus - I thought this could be a rather obvious choice countering its a point blank taunt and a ranged taunt in unison.. Such an enormous amount of devastation occurs when this gank is successful. Rammus' jungle is fast so it allows for early ganks and with *Build one* you have charm at level so the gank is almost guaranteed.

Nocturne - As of late Nocturne has fallen out of the lime light as a top tier Jungler which is really depressing considering he is my favourite of the bunch. In all seriousness though Nocturne has a relatively strong gank as is, but now pair it once again with Ahri's greatest strength Charm! How do you escape a fear and a charm? When a combo like that hits you kind of already threw your mouse out the window because of the fear anyways so you're probably going to die in the end.

Jarvan IV - Oh Jarv, how we love you and your scruff! His beard of power shatters all hope of escape as well as his 50000000000 foot jump into the air. Paired with Ahri... what is this?! You escaped my wall? Well let's just let this beautiful fox lady Charm you and I'll poke you in the bottom! :D

All of these listed above synergize so stupidly well with Ahri it makes for simple ganks. I do apologize for the lack of seriousness with Jarvan.. I couldn't help it, he's just to awesome! If you have any additions to Junglers who have great synergy with Ahri list them below and a reason why and they may make their way into this section! *All help will be appreciated and noted beside the addition*

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The many risks and benefits to Ahri

This section of the guide will explain the strengths and flaws of Ahri in a nut shell. No it will not explain every single one but these are the most potent. Ahri's flaws are much like every other Ap carry, they are squishy, but that's to be expected. This is easily countered with the purchase of items such as Will of the Ancients, Abyssal Scepter and Rod of Ages. Below is the list I created to show you the Risks/Benefits to playing Ahri!

Pros / Cons


+ Great sustain and presence in lane
+ High damage out put
+ Incredible mobility
+ She has a Taunt nuff said
+ Passive spell vamp
+ Ability range is fantastic!


- She is rather squishy
- Often needs to use ult for escapes rather than kills
- Abilities travel sort of slow
- Have of her abilities are skill shots
- Can have mana issuses early
- Her passive spell vamp is on a counter system
As you can see from the list above Ahri's Benefits are a powerful addition to any team. Her high mobility with a taunt and a triple dash with flash on top of it, Her ability to just dominate any other champion in lane against her with the brute force of Orb of Deception, and Her passive spell vamp are all reasons why Ahri is an absolute amazing Solo Mid champion.

Credit for this layout concept goes to JhoiJhoi

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Power is in her blood [Runes]

Throughout the entire history of League the war over which runes to use has raged on for years! Trying to figure out what runes are needed, or should not even be thought about for certain champions can be a hard choice to make. So I will give a few my personal choices below that I find works best with Ahri.
*NOTE - The runes I use in both builds 1 and 2 are the universal runes among Ap Carries*


Greater Quintessence of Magic Penetration

Greater Quintessence of Spell Vamp

Greater Quintessence of Ability Power

Greater Quintessence of Scaling Ability Power

Greater Quintessence of Insight 1.89 Magic Penetration.
Insight is a great addition to any and every Ap Champion, personally I prefer the use of Potency Quintessences but these work wonders against extremely tanky teams. If you notice that you are laned against someone like Graves for some reason take these to pierce the extra Magic Resist he gets from his passive.

Greater Quintessence of Transmutation 2% Spell Vamp.
Without these runes or a Hextech Revolver Ahri only gets Spell Vamp after casting nine spells. Now with the addition of these runes you gain 6% added on to the 3% you get from your Masteries if you follow Build 1 giving you a total of 9% spell vamp always.

Greater Quintessence of Potency 4.95 Ability Power.
These bad boys are your bread and butter, they are your early game power, without these starting with Boots of Speed and 3x Health Potion wont really get you any where. One thing I see a lot is the fight between Flat Ap and Ap Per level.. personally I like Flat for my Quintessences, it just works out better in the end for me.

Greater Quintessence of Force 7.74 Ability Power at level 18. (0.43 per level)
If you are aiming to the most possible damage late game these are what you need, if you use these for your Quints, Seals and Glyphs you will get roughly 67 Ability Power. In the end if you are a late game player GET THESE.


Greater Mark of Magic Penetration

Greater Mark of Ability Power

Greater Mark of Scaling Ability Power

Greater Mark of Cooldown Reduction

Greater Mark of Insight 0.95 Magic Penetration.
Here is a massive part of your damage, due to the fact I do not take Magic Penetration Quintessences I run them for my Marks. These paired with Ability Power runes results in "TONES OF DAMAGE!" I had too. :3

Greater Mark of Force 1.8 Ability Power. (0.1 per level)
These are not really worth losing the Magic Penetration in your rune build, but again if you want to get that 67 extra late game damage by all means!

Greater Mark of Potency 0.59 Ability Power.
Flat Ap Marks are actually pretty Decent. The early game potential you have when using all FLAT Ap runes when paired with the Masteries in build two and an Amplifying Tomb allows you to start the game with 61 Ap. The only problem is that it really hurts your late game due to the lack of Magic Penetration.

Greater Mark of Focus -0.16% Cooldowns.
In all seriousness I wouldn't ever recommend these to someone that is new to the role of Ap Carry. They do have their place among the decent runes for an Ap though, Cooldowns are important on any champion just like Ahri works amazingly with Cooldown Reduction, which is why some people like to build a Morello's Evil Tomb.


Greater Seal of Armor

Greater Seal of Ability Power

Greater Seal of Scaling Ability Power

Greater Seal of Scaling Mana Regeneration

Greater Seal of Resilience 1.41 Armor.
Armor is always a great way to scale through all phases of the game, especially early game. Since *as stated above* you should be the one to gank top lane, often it's an easy kill. Generally speaking the Solo Top will be an Tanky Ad, such as Riven, Yorick, Garen. Which in turn would man that Armor runes would help greatly for fighting them!

Greater Seal of Potency 0.59 Ability Power.
Just like the Flat Ap Marks, these do hold a true power when you use pure Flat Ap runes. The thing is in the long run, unless you get extremely fed and build a fully stacked Mejai's Soulstealer it's just not worth it. I would personally stick with the Ap per level or the Mana Regen per level Seals.

Greater Seal of Force 1.8 Ability Power. (0.1 per level)
Once again these are exactly the same as the Ap per level Marks. They give a decent amount of Ap over time and by about level 8 or so these are better than Flat Ap Seals. Technically speaking when you fight against most Ap carries in mid. They will either use Ap per level Seals, or Mana regen per level Seals.

Greater Seal of Clarity 1.89 Magic Penetration.
These are my all time favouite Seals to use on Ahri, after all early on her mana pool is rather low. For Ahri these help her out during EVERY aspect of the game. During those tough situations where need just a little bit more mana to ult away, you will have it because of these runes! They also make bullying that poor little Annie a lot more fun. ;)


Greater Glyph of Scaling Ability Power

Greater Glyph of Ability Power

Greater Glyph of Magic Resist

Greater Glyph of Cooldown Reduction

Greater of Force 3.06 Ability Power. (0.17 per level)
I will personally run these on every Ap champion I play, they are flat out amazing! The Ap you get by level 6 is just amazing. With the set up I used I once fought a Malzahar in mid lane that started with 15 ap, I used this set up and started with 21. By about level 7 I believe I was up to 60 something and he had just hit 25. *VERY rough estimate*

Greater Glyph of Potency 0.99 Ability Power.
Flat Ap Glyphs have a distinctly higher amount of Ability Power than the Flat Marks or Seals, but still aren't as good as Force when it comes to around level 8 and above. Sure it puts you at a great advantage for your early game but it just isn't worth it in my opinion. If you love them by all means go to town!

Greater Glyph 1.49 Magic Resist.
This was a very interesting choice someone recently brought up to me, saying that considering you will 99% of the time be fighting another Ap Carry in mid, why not use Magic Resist runes. In theory it's a great idea, but here's the main issue I have, why would you sacrifice your own damage to make them deal less damage to you? It just isn't worth it to me.

Greater Glyph of Focus -0.65 Cooldowns.
This was an interesting idea, Cooldowns are fantastic on Ahri! You can use your abilities more frequently and when paired with the Mana regen Yellows you won't have many issues doing so. Once again though the issue I have is the loss of Ap. I could always start with a Doran's Ring but it would leave way to open to ganks during the early stages.

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What makes her tick [Masteries]

Anyone that has played this game long enough knows just how important masteries are. Often times masteries can grant you CDR, Armor, Health Regen, and even Movement speed! They are so important to your champion it's crazy!

There are three main builds for your possible masteries shown below;


If you are a very aggressive laner with Ahri this is the path for you! There are some very notable masteries you could take to amplify your damage by quite a lot. Since season two this Mastery tree has been changed a long, originally it focused on almost completely AD Masteries, where as now there are actually a lot of AP ones as well!

Arcane Knowledge : Introducing the mastery for 10% MAGIC PENETRATION!!!! This is nuts when paired with your Magic Penetration Marks, this mastery is basically the main reason I don't run Magic Penetration Quintessences or Glyphs.

Sorcery : CDR ALERT!!! CDR ALERT!!! Cooldowns as we talked about before are amazing to any champion and even better to an Ap Carry. Plus four points into this leads into Arcane Knowledge which is rather kick ***!

Archmage : This mastery right here is ridiculous for any Ap Carry, or even any Ap champion! When you have four points in this you get a bonus 5% Ap! I know 5% seems like a small amount but trust me, that actually does quite a bit, when paired with your Rabadon's Deathcap you get an additional 145% Ability Power.


Welcome to the Utility Mastery build choice for Ahri, this is the page I use! It works amazing, the bonus exp, the movement speed, the extended buff duration. You also get spell vamp and a reduction time on flash. Basically this is the preferred Mastery choice for competitive Ap Carries.

Awareness : Ever find your self out leveled in lane? Look no further! With all four points into this mastery you are granted a 5% bonus to your exp gain. Whats not to like about that?

Swiftness : One of my favorite masteries available. This mastery increases your champions movement speed by 2%. Now keep in mind when you play with this mastery on you wont notice much of a difference, but once you switch off to say 21/09 you will notice a rather significant change in your movement.

Strength of Spirit : Ah, there it is. The reason I came here, 6% CDR BABY!!! <3 Absolutely amazing when paired with Sorcery you will have a bonus 10% Cooldown Reduction at level 1!

Mastermind : This mastery is interesting, it lowers the CDR of your summoner spells. So you can use ignite more often to secure that kill. But the real part that works well with this mastery is yet another mastery from the utility page. Blink of an Eye which lowers the CD of Flash. Blink lowers it down to 240sec, and this mastery brings it down to a 204 second cool down.

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A summoner's best friend [Summoner Spells]

Another extremely important part of playing a champion is your Summoner Spells. Your Summoners are probably the most important utility to you in game. They can be your escape, your kill, or your victory. There are all kinds of Summoner Spells available, some were made for certain roles on a team. Since Ahri's role is Damage *Ability Power* we want to focus on a damage spell. Also since she is a rather squishy champion we also need an escape so you don't have to completely rely on your ult.

Flash Teleports your Champion a short distance toward your cursor's location.
Recently Flash's range was nerfed, so some people swore off using this but I still find it amazing on Ahri. To be honest I use this on every Ap Carry that I play in mid, the utility gained from this is just unbelievable. Flash can be used in many different situations, escaping, chasing, hoping a wall, and even for stealing Baron or Dragon/Buffs.

Ignite Ignites an enemy unit, dealing 50 plus 20 x level true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.
I will say this now. Every. Ap Carry. Should. Have. Ignite. Certain champions such as Kassadin who use all their abilities in a short amount of time and then must sit and wait for Cooldowns can benefit greatly from the constant tick of ignite. When in lane as a champion is just about to get away with a single bar of health left, Ignite them and they will almost always die. It can also be used as an escape tool by dealing extra true damage to the target thus making them aware they are taking to much damage. Ignite's true damage synergizes well with the true damage of Orb of Deception.

Ghost Your Champion ignores unit collision and moves 27% faster for 10 seconds.
Flash is often inconsistent with certain terrain and often times you will use it to early out of fear of death and in turn fail which will most likely result in your death. Ghost has always been a close second to my for replacing Flash as a spell. Because ghost makes you run quickly it works well when paired with Fox-Fire. As well if you seriously need to get away in a massive chase you might not even need to use Spirit Rush to escape.

Exhaust Exhaust slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds.
Exhaust is probably the strongest summoner spell in the game, some champions don't suit it as well as others but it is still incredible. A common misconception about Exhaust is that it is tailored for Ad champions only, I beg to differ. That reduction to their armor isn't the only aspect I love about this spell, it's the slow, item damage bonus, and the reduction in THEIR damage output. Some one like Ahri could work wonders with Exhaust when paired with Charm, I just prefer Ignite over this, but that is just my personal choice.

  • Clarity - Clarity is a great choice for early game on most Ap Champions, it allows you to use your abilities with out fear of losing mana and being unable to escape or score a kill.
  • Teleport - Teleport is amazing on Ap Champions, especially Ahri. It can get you to lane quickly or even into a team fight to help keep your team alive.
  • Clairvoyance - Better suited to a support champion that doesn't focus on doing damage.
  • Surge - Could be good if used correctly but not the best spell especially not on Ahri.
  • Revive - It's a waste of a spell, and it has a 9 minute cool down at that.
  • Heal - Amazing early game abilities, and scales decently into late game, but just not what an Ap Carry needs.
  • Promote - To be completely honest, this is the worst spell in the game. All it does is push your lane and put you and your team in a ****py position.
  • Smite - Only use this if you are jungling please...

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Her powers are deadly [Abilities]

Essence Theft Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: three charges per spell). Upon reaching nine charges, Ahri's next spell has a large amount of Spell Vamp.
Ahri gains a charge of Essence Theft 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. While in lane it can be very effective to use Orb of Deception on a large wave of minions to get the most health back possible from your passive. As well once you get up to the nine stacks they do not disappear until you use an ability, so you can save the spell vamp for a sticky situation, perhaps even save yourself from an ignite.

Orb of Deception Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.
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 one of the most important abilities on Ahri, it allows you to quickly clear minion waves and harass champions. Due to the True damage, this ability assists you and your team in taking down tanky champions. Another benefit to Ahri having this extra pit of damage is that when fighting another Ap Carry mid that builds health, you can still deal enough damage to them to hopefully kill them in the end.

Fox-Fire Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
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)]. The fact that this ability prioritizes champions is perfect for in lane harassing if they are two quick and evasive for Orb of Deception. Seeing as this ability can be used as an aoe tool, using it in a team fight is a great idea. It can deal extreme amounts of damage very quickly and when paired with Orb, Ahri's single target damage will devastate an enemies health bar in seconds.

Valor Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
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). Charm is the ability that sets Ahri apart from the other Ap Carries. She is the only none tank champion in the game with a Taunt ability. Often you will find this ability can save you from a gank because of the slow on Charm you can just charm towards you and run. When in a stalemate between your team and the enemy team you can use this to pull champions out of position.

Spirit Rush Ahri dashes forward and fires essence bolts, damaging three nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
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. I have to admit, this is my favourite ability in the entire game. The possibilities for this move are vast, you can attempt escapes, chases, get into a better position, gank, dodge skill shots, harass. At the same time, even though there are multiple activation's to this skill even just a single shot on an enemy does a great deal of damage.

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Right down to the core [Item Build]

There is one portion of the game that is a challenge all on it's own, building your champion in game. You need to know what items work well with your specific champion, what you may need late game to deal damage or even survive. For example if you notice someone is building a Madred's Bloodrazor do not stack health items you will just die faster. There are amazing items for Ap Carries out there you just need to know where to look. When builing Ahri she just kind of like the standard Ap Carry, the only thing you need to remember is that building health when fed can make you an unstoppable force.

Build 1

Build 2

Will of the Ancients
Stats: 50 Ability Power. UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 20% spell vamp.
The WoA is a great addition to any Ap Caster or even just to your team. Because of Aura you get from having it, you can save your team is sticky situations. Many times I've been in a position where my passive wasn't up and I needed health or I was going to die, but because I had another form of Spell Vamp I was able to survive. Another useful part of this is that your team mates can use their abilities to heal themselves even if they are all Ad. It's just a great item for you and your team no matter how you look at it. It's a damage item and a support item at the same time.

Sorcerer's Shoes
Stats: 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2
Aside from Mercury's Treads these are the most bought boots in the game. They should be used on every Ap Carry for one reason only. The Magic Penetration gained from these is no small amount, and when paired with the Mastery Arcane Knowledge you reach roughly 30 Magic Penetration. Also if you are using your Marks, that is another 9 Magic Penetration, for a rough total of 40 Magic Penetration just by buying these boots. This will increase your damage out put dramatically and you will definitely be happy you bought these.

Rod of Ages
Stats: 60 Ability Power, 450 Health, 525 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. (Not included in stats) UNIQUE Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds.
The RoA is a very interesting item, it allows you to appear tanky because of your massive health bar and still gain Ability Power. The total of 630 Health, 80 Ability Power, and 725 Mana are added to the RoA after 10 minutes of having the item. This is one of the main reasons I chose to get this item so quickly in the game. Buying items like this and a Rylai's Crystal Scepter add large amounts of health which creates the farce of "Tankiness" to your enemy.

Rylai's Crystal Scepter
Stats: 80 Ability Power, 500 Health. UNIQUE Passive: Your spell damage will slow the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells and spells with a cooldown time below 3 seconds.
Seeing as how Ahri only has one real form of CC *Crowd Control*, due to the slow from this item when you Charm someone they look as though they don't move. Another great aspect of the Rylai's is the health it add, 500 health is huge for an Ap carry, it allows you to actually stay in the team fight. More often than not when I get this item I begin to tower, and do so successfully.

Rabadon's Deathcap
Stats: 140 Ability Power. UNIQUE Passive: Increased ability power by 30%.
Ahh and now we reach the Infinity Edge of Ability Power, the Deathcap. This item is the best Ability Power item in the game. Generally by the time you get this item you should have around 200 - 300 Ability Power. The moment you get this item your Ap will sky rocket to over 400.. There really isn't much I can say about this item except this. If you are playing an Ap champion of any kind. Don't be stupid. Get a Deathcap.

Zhonya's Hourglass
Stats: 100 Ability Power, 50 Armor. UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
Much like flash this can be a get out of jail free card. Many people boycott this item because it making you completely unable to do anything at all, when in reality it puts the enemy in the same state against you. There have been quite a few occasions where I have gotten got in a ****py position and used this to save my self until I could instantly ult/flash over the wall. Being the Ap Carry often times you will be the 1st or 2nd champion to get focused, this item prevents them from focusing you and wasting time which could allow your team some advantage and even get you in a position to destroy the enemy Carry.

Lich Bane
Stats: 80 Ability Power, 30 Magic Resistance, 350 Mana, 7 Movement Speed Multiplier. UNIQUE Passive: When you use an ability, your next physical attack will deal an additional 100% of your Ability Power in damage. This effect has a 2 second cooldown.
The Lich Bane is one of the most powerful items in the game in my eyes. Hopefully I won't get flamed for saying this but I believe that the two best items in the game are Lich Bane & Trinity Force. Now the Lich Bane adds some relatively decent stats to begin with, the movement speed is a great addition. The main reason I believe this item is so strong though is it's unique passive. When you cast a spell you will notice your champions hands glow with an orange light. When this light surrounds your hands your next auto attack will deal bonus damage, that bonus damage is the amount of your Ability Power... Around 40-50 minutes you should be around 100 Ad or so just through passive growth, now when paired with the 500-700 Ability Power you should have.. when your Lich Bane's passive activates your next auto attack can do close to 800 damage.

Void Staff
Stats: 70 Ability Power. UNIQUE Passive: +40% Magic Penetration.
I'm going to be completely honest, I dislike this item.. a lot. The Magic Penetration is nice, the Ability Power is nice.. but I think it's a waste of a space. I know some people like this item and after all it does increase your damage out put tremendously so I did add it to the second build. *Which focuses on straight damage* The only time I would say this item is viable would be if they have 3/5 champions with high amounts of Magic Resist.

Abyssal Scepter
Stats:70 Ability Power, 57 Magic Resistance. UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Much like the Will of the Ancients this item can hold claim to a Support item or an Ability Power item at the same time, as well as grant Magic Resist. To be fair this item is about 10000x better than the Void Staff to me. Ability Power/ Magic Resist/ and a Magic Resist Reduction Aura? *Enemy MR* YES PLEASE!

Archangel's Staff
Stats: 45 Ability Power, 400 Mana, 25 Mana Regeneration. Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana. This effect has a 3 second cooldown. Bonus caps at 1000 mana. (Mana bonus already included in item statistics)
Aside from the Rabadon's Deathcap technically speaking this items add the most Ability Power in the game, over time. You see, this item's damage scales off your Mana pool much like Atma's Impailer does with your Heath pool. Plus as an extra added bonus this item adds amazing Mana regeneration.

Deathfire Grasp
Stats: 60 Ability Power, 10 Mana Regeneration. UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a minimum of 200 damage. 1 minute cooldown. (650 range)
This is a very interesting item, it's passive stats are actually quite decent for Ahri. But the real power behind this item would be it's unique activation. The fact that this item does 30% of their current health is insane.. if say they have an extremely fed Irelia that built extreme amounts of Magic Resist and Armor you can get her instantly to 70% health and your team can start to deal damage to her. As well when paired with Ahri's true damage and Ignite this item is fantastic.

Please don't think this is the only way to build Arhi. Try everything out before you decide on what you like best! Another important fact is that there are always other items you could get, some may not be as good as others but it's all based on what you like.

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Breaking Down a Match

Early Game

Catalyst the Protector

As like all games they are broken down into time sections, early in the game, the middle of the game, and the late game. Ahri's early game is extremely important and there are a few thing you need to focus on while getting through this stage of the game. You're goal shouldn't always be to get kills right off the bat, with Ahri or any Ap Carry your goal should be to farm. Farming allows you to get the items you need to actually begin getting those kills to push your team ahead and gain the advantage! Remember last hitting is the most important thing to do on basically any champion, another quick thing to note is avoid pushing your lane. Another of your goals is to keep the enemy minions and your own clashing in the middle of the lane, it allows for easier ganks and makes escape a bit more tricky. While playing a champion like Ahri, starting with boots puts you at an advantage. Yes I understand that you will only be starting with 19 Ability Power while the enemy has close to 40, but those boots will protect you from ganks, getting hit by the enemy in lane and even assist your Jungler if such a need arises.

After your first recall you should have enough to buy 2x Doran's Ring, also remember to pick up a ward or two to protect yourself and your team's jungle. Continue farming until you have roughly 1000 gold. This is the point in the game where you can become aggressive, generally your Jungler will offer you Blue Buff *Normally only happens in Ranked* which means you can begin to spam Orb of Deception and Fox-Fire. You can be aggressive/farm/not push all at the same time with little to no problems with Ahri, just remember that Fox-Fire will go straight for any near by champion completely ignoring the minions, and due to the fact that Orb of Deception is a skill shot you can just run around the minions to cast it. Blue Buff supplies a nearly infinite amount of Mana while active, so ganking is always a very wise choice. Hopefully if all goes well you should have at least one kill or so, head back to base and buy your Catalyst the Protector. The moment you buy this your capabilities sky rocket, you become beefier allowing for easier tower dives and starts to chip away at the need to fear everything because you are just so darn squishy.

Mid Game

It is often quite simple to spot when the mid game is approaching because this is when the game starts to pick up speed. You will notice ganks occurring much more frequently and team fights farming at an extremely rapid pace. This is the time where Wards are everything, your team warding can make or break this part of the game for you. If you were hoping to get a ridiculous amount of kills, *Once you're good with Ahri* this is the time that will occur if you're smart. See because Ahri is straight skill shots with the exclusion of one ability Fox-Fire and her ult *Which is in a completely different category than Fox-fire* you need to rely on positioning through different methods. The most powerful method of positioning is WARDS! A few others could be your team starting a mock fight at Dragon which is basically just beginning to attack it if you know it's warded. You can bait the enemy team into coming to stop you, and when you notice the Ad Carry cut off in the back jump them. You should be able to slaughter that single person in a few seconds and being Ahri, get out extremely fast if the need is apparent.

Just like early game farming is a very important thing, I've seen player stop farming once team fights start and wonder why their builds are so far behind mine. Now by no means am I saying to ONLY farm.. but please just remember it's important. However, it's also important to watch for your Jungler if he needs help, check for possible ganks you could pull off to get you ahead. All of these things pool in together to create the competitive side of League, and why people take this game so seriously some times. One wrong move and it could *If bad enough* send your team into a down ward spiral to it's defeat.

Late Game

Now we get to the final stretch of every League match, end game or "Late Game". Most of the time by this point in the game it's around 35-40 minutes or above and almost every player is close or done their build. THIS IS WHERE TEAM WORK IS THE MOST IMPORTANT THING!! Please read that over 100 times. Please. Team fights will occur all over the map, teams will begin their attempts at taking Baron Nashor to obtain his Buff. They will push together, and gank together. This is when wards count for everything, because without them you're pretty much screwed. By the time you get your Rabadon's Deathcap your damage will be through the roof and the target you do go for will die 99% of the time once you finally go in. One thing I want to stress is, do not initiate.. that's just stupid, are you the tank? No? Then stfu and don't be stupid!

Farming later on is a great way to push a lane of minions back, as well as back dooring towers while fights go on. *Often the Jungler or Solo top will do this but I do sometimes on Ahri depending on how the game is going* Just stick with your team, avoid bush checking alone and never go into a team fight you know your team wont join.

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Supporting with Ahri [This Isn't a Joke]

Something every player must learn is that every champion can fulfill more than one role on a team. Sometimes while in the champion select screen people refuse to choose support, and this is a fun way to fill that role, have map awareness AND still deal a lot of damage just because you're Ahri! Much like other supports Ahri has a form of CC, her's however is the strongest form though. See a taut works like a silence, a stun/snare, and in Ahri's case a slow. Which Charm is used while a champion like say Vayne is near by it allows her to get into a great position to smash them into the wall stunning them and often netting your lane a funny kill. Support Ahri works much like support Lux or even Morgana they support with their CC but still deal incredible amounts of damage.

When it comes to on runes Support Ahri you could change them up a bit, personally I stick with my runes I use for Ap Carries but others can be quite viable.

& work amazingly well on Support champions due to the fact that they sacrifice their own farm to double their Ad Carries to put them ahead in the Mid game. Generally you need to focus on dealing damage to support properly which is why I think that the Marks and Glyphs we used to normal Ahri are almost needed.

Your goal is to aim for Masteries that help you get along in the game. Important Masteries for any Support champion are Greed , Wealth , and Scout .
A mastery page for Support Ahri would you look something like this;

Being in a team fight you are actually able to initiate to a point, just like playing Ap Carry Ahri you can pull an enemy into your team that you can just jump on and slaughter, only this time there are two Ap Carries that can burst and many Ap Carries have hard CC such as Ryze and Brand.

You may have noticed that there are only 3 items fully built in the build up at the top. The reason for this is because you can't always build the same thing as a support some games call for different items. Items like a Shurelya's Reverie, Banshee's Veil, Abyssal Scepter, Zeke's Herald, Will of the Ancients, Morello's Evil Tome.

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The importance of warding

This section of the guide will explain the most important places to ward for your team's overall success through about the game.

Order of priority:

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(es) that are closest to you.

Team Privacy Wards:
These are crucial wards to put out if the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.

- The section above including the picture and the explanations below are borrowed from Apotheosis' Tryndamere Guide

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Gameplay! [Will be updated regularly]

Send me any games you play with Ahri and my build I would love to see how you do! Just put your summoner name below and I'll post them all on here! Thanks for your support <3

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Closing words

So what have learned from this guide? Ahri is generally an Ap Carry, she has a great late presence but it still quite squishy. While in Mid lane it is extremely important to farm and show that you aren't to be taken lightly. Always watch for possible ganks and be careful of not getting ganked yourself. Ward. Be wary of positioning in team fights, and most of all BUILD SENSATIONALLY! You do not and should not be building this build EVERY game, some times certain items are more needed just think! You can do it! :D

Also I will be adding videos and in-game pictures soon! Just be patient with me, my computer is a piece of **** lol..

Thank you so much for reading my newest Ahri guide! I really hope you enjoyed this guide, and if it helps you I'm even happier! <3