Ahri Build Guide by jj241k12

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 jj241k12

Ahri nine spamable tails.

jj241k12 Last updated on January 10, 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: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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I have played ahri for a while now and I thought I would give a go at writing a guide for her.
Now I would like to say in regards to if she is Overpowered or underpowered I would have to say she is balanced at a acceptable level. However, I personally would like to see more damage on her because I believe champions with higher difficulties deserve higher reward.

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Spaming abilities vs bursting abilities ahri?

Now when ahri was first released and even now I hear a lot of people complaining about a few of her weaknesses.

- low movement speed
- no escape mechanic after ult is gone
- low AP ratios ( which they are I am not disagreeing with this)
- If you miss her abilities she suffers a huge drop in damage

The above reasons are just some of what people consider wrong with ahri. Even when I started playing her I felt these things were all wrong with her.

There is a simple fix to all of the above problems though and that is to NOT build her as a typical get as much AP mage as you can.

My build involves cooldown reduction and high mana to allow her to spam her abilities which gives you

-better sustain from her passive because your using it more often
-more damage because you use your abilities more and hit more often
-Better mobility because your ult has a lower cooldown making it a more viable escape mechanic.
-better harassment

Basically so far people build ahri as a burster which is a viable build but I consider not as effective as a spamming build.

Bursting pro's and con's
Bursting Pro
-Huge damage through your spell combination

Bursting Negatives
- longer cooldowns
- You have lower mana regen
- Very squishy because you have build glass cannon.
- Hit or miss? You either hit all your abilities do tones of damage or hit one and leave a champion with 200 health.

My build is a spaming build so I will show you the pro's and cons of spaming ahri's abilities.

Spaming build
Spaming Pro's
- higher mana regen
- not a complete glass cannon build
- low cooldowns
- great harrasing capabilities.
- Incredibly good in combination with ahri's passive.
- If you miss it's no big deal.

Spamming con's

- You won't have enough damage to burst down a champion in one skill combination

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I suggest for this build you use

X9Greater Mark of Insight

X9 Greater Seal of Clarity

X9 Greater Glyph of Potency

With Quintessence of either
Greater Quintessence of Insight Greater Quintessence of Potency

The goal to your runes should be to give some extra AP and mana regen. I don't suggest you get movement speed or spell vamp runes for a few reasons. However, try what works for you and see what you like.

- Spell vamp is great but ahri can already get enough with her passive so it's better to get more ability power or magic penetration.

-I really don't suggest getting movement speed, I understand ahri has bad movement speed but getting movement speed quint's will only bring her to a average movement speed at best.

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The Masteries are fairly straight forward, 21 points in offense and 9 in deffense.

This will give you that extra damage that ahri really needs and the defense makes you less of a glass cannon. Not much I really need to say about the masteries.

I did put 2 points in alacrity and that is just to help you get creep score early on. However, butcher would also be handy for this in combination with ahris orb of deception

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Summouner spells

I choose ignite for the extra damage it applies but in addition to this it can really make ahri a tank destroyer with the true damage it applies in combination with items such as death fire grasp and orb of deception

The secound spell I choose was flash and this is simply because it is a good all round spell for escaping ,initiating or even stealing barron there are tones of uses for this. It is also good for ahri to have flash if you have just used your ult spirit rush and need to make a quick escape.

Flash can be replaced with Ghost or even teleport if you don't like flash but I recommend either flash or teleport.

Teleport can be handy for setting up ganks and saving towers.

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Now for the fun part the items the items I recommend for this guide are as follows.

Oh and here is a little time line on how I organize my items

start-early game-early going mid game- mid game- mid going late game- late game- very late game

Starting items

Boots= 350

Optional but recommended

Health Potion
Mana Potion

Early game

X2 Doran's Ring = 950 (475 each)

If you feel you need 3 doran's rings then you can get another one but I usually get two and work towards my other items.

early going mid game

kage's lucky pick = 765
Sorcerer's Shoes= 1100

Mid game

Fiendish Codex = 1245
Hopefully you have enough gold to finish the deathfire grasp

Death fire grasp = 2610 ( this is total cost recipe cost 600)

Mid- going late game

At this point you might want to start selling the doran's rings and getting items that fit your situation. The items before this are what I consider the core items for a ahri player deathfire grasp, doran's rings and sorcerers boots.

If you are doing well I suggest starting to boost your AP and work towards a Rabadon's Deathcap

Rabadon's Deathcap= 3600
If you are struggling against a team with a lot of magic resistance. I highly recommend a void staff.

Void staff= 2295

If you need more mana and cooldown reduction I suggest Morello's Evil Tome. However, I believe that with just a deathfire grasp you will be ok.This is a great item and gives you great cooldowns in conjunction with the deathfire grasp. Remember if you use cooldown reduction runes, cooldown reduction is capped at 40%

Morello's Evil Tome= 2350
I have just listed some of the items , I won't list everything for every situation otherwise this would end up being 10 pages of text.

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Why thoes core items?

Lets take a look at the core items

Doran's Ring
+100 Health +15 Ability Power +5 Mana Regen per 5 seconds

Early game this is a great item the only negative being that late game it doesn't build into anything. However, if you have a good early game this won't worry you to much. What can I say about this item that doesn't speak for itself if you get 3 of these you will have the following stats on them.

300+ health 45 Ability power 15 Mana regen per 5 seconds.
3 doran's costs = 1425

Now if you don't like the doran's ring I suggest building towards a deathfire grasp.

A lot of people recommend Will of the Ancients and this is a acceptable item as well with this.
Will of the Ancients = 2100
+50 ability power and a unique Aura:which grants nearby allied champions 30 Ability Power and 25% Spell Vamp.

It is a good TEAM item but it WILL leave you lacking low mana and 3 doran's rings are 675 gold cheaper.

This is your option though, I consider the doran's rings to be better for you but the Will of the ancients is a better team item.

Will of the ancients vs Doran's ring's

Will of the ancients Doran's rings
- team aura Good item just for you
- costs more cheap nice early game item
- more ap doesn't build into anything
- Less mana great for spamming abilities
- less health spamming abilities = more spell vamp
- more spell vamp

Deathfire grasp
If there is one thing you get for ahri , get this it is a MUST.

+60 Ability Power +10 Mana Regen per 5 seconds UNIQUE Passive: +15% Cooldown Reduction 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 (60 second cooldown).

ability power
cooldown reduction
and a AWESOME unique active.

This active in combination with ahri's true damage and the summoner spell ignite can really own tanky champions with a lot of health.

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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.

60/65/70/75/80 Mana

This is your main skill and this is what it is good at and what you should be using it for.
-creep farming
-long range harassing
-bush checking ( it makes a sound when it hits a champion)

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)].

60 Mana

This is your secondary ability and gives a nice boost of decent damage.
- Good damage if all hit same target
- Need to be fairly close to a champion
- Great skill to use when running away from a enemy as it dosen't stop you.

Charm - 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).

50/65/80/95/110 Mana

Great skill a long range charm that makes your enemy walk towards you
- good for pulling people out of position
- great for slowing someone down
- Negative fairly low effect time and mercury treads can really impact this skill.

Spirit Rush - Ahri dashes forward and fires essence bolts, damaging 3 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.

100 Mana

The icing on the cake for ahri's abilities, simmilar to flash this has tones of uses.
-steal barron
-wall jump
-to many to list

Essence Theft - 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.

Core passive that makes this build work so nicely. You spam your abilities you will have more sustain and in turn spamming means more damage because you hit more often. Also I believe 35% spell vamp is tones and a will of the ancient's isn't worth getting just to add to this(Especial if it sets you back on your spamming).

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How a spammer plays

At low level's you will be able to use your abilities fairly frequently, so make sure you do so to get as much creep score as you can.

As soon as you start getting doran's rings that's when the spam begins. This spam should be around 4-5. Because as you get up level's ahri has a fairly decent mana regen per level as well and in combination with runes you should be able to harass nicely.

How do I kill someone though if I don't go burst?

Your charm skill and ult are great at getting you kills. If a enemy over extends don't be afraid to throw a charm (even if you miss). Eventually you will want to kill him (I hope) and eventually he will want to go home to heal. Dash after him and don't let him get away, using as many of your abilities as you can. Essentially though what will do the job of killing for you at early level will be your dash and your Q and charm.

At later levels when fox fire get's high enough you will find it easier to kill champions.

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I thought I would add a section on buffs because it is very important aspect to know. For THIS build Ahri does NOT need blue buff. It is helpfull for her to have it but it is optional to give it to someone else.

The reason she doesn't need it is fairly straight forward.
Blue buff gives:
Max cooldown reduction which is 40%
2% mana regen

Early game it is optional to give it to her and that early game 40% cooldown reduction is just epic on her but mid - late game I would advise that the blue buff goes to someone else. Basically towards the late game Ahri should have either a Deathfire Grasp or a Morello's evil tomb. I advise only getting one of these and I suggest you get a Deathfire Grasp because I consider it better. With this Ahri has some nice Cooldown reduction and adding a blue buff on that isn't that necessary because she is fairly self reliant towards end game.

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What I wanted to show in my guide is how there are other options to building ahri.

As a Full glass cannon AP build I found her skill shot's really easy to dodge and not as rewarding(in terms of damage) as other champions such as kassadin or leblanc.

However, this spamming build allows for you to completely wreck teams by constantly poking and harassing. It provides just as much damage as a AP burster just in shorter gap's.

What kinda showed me that ahri was a spamming champ was her passive. I mean it just say's spam to me.

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.

If you are a AP burster this passive is going to be wasted and she may as well not even have a passive. However, spamming allows you to really abuse that 35% spell vamp.

As I see it ahri as a AP burst all of her skills go towards damaging the enemy leaving you no mana to heal up.

This build allows you to use your skills as much as you need and even if you suck at skill shots still can be rewarding.