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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Nine tails are always are always better than one!

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





As stated above Ahri is an Ap champion, now one of the most interesting aspects about her is the fact that

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

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




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.*


Synergy with your Jungler















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*




spaace |
Pros
![]() + 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! |
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Cons
![]() - 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 |



*NOTE - The runes I use in both builds 1 and 2 are the universal runes among Ap Carries*

Runes




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


Without these runes or a


These bad boys are your bread and butter, they are your early game power, without these starting with



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.

Runes




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

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!

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.

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.

Runes




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




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


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.

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


Runes




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


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!

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.

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


There are three main builds for your possible masteries shown below;
21/0/9
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SPE |
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!![]() ![]() ![]() ![]() ![]() |

9/0/21
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SPE |
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.![]() ![]() ![]() ![]() ![]() ![]() |



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.

I will say this now. Every. Ap Carry. Should. Have. Ignite. Certain champions such as



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



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



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...


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


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.

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


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.

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.


Build 1
Build 2

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.

Stats: 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2
Aside from



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 add large amounts of health which creates the farce of "Tankiness" to your enemy.

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


Stats: 140 Ability Power. UNIQUE Passive: Increased ability power by 30%.
Ahh and now we reach the


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.

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



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.

Stats:70 Ability Power, 57 Magic Resistance. UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Much like the



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


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


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.

Early Game



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





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

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

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.





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.


Your goal is to aim for Masteries that help you get along in the game. Important Masteries for any Support champion are



A mastery page for Support Ahri would you look something like this;



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






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:

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

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