Ahri Build Guide by EZ Zythian
Build 1 (Cheat Sheet)
Champion Build: Ahri
| Health | 2440 |
| Health Regen | 16.3 |
| Mana | 1380 |
| Mana Regen | 26.74 |
| Armor | 74 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 104 |
| Attack Speed | 0.895 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 542.39 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

1
3
5
7
9

2
8
10
12
13

4
14
15
17
18

6
11
16

Mastery Tree Is Outdated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
Guide Table of Contents
Introduction
Hi, I'm EZ Zythian and I'm the AP carry player for Team EZ. One thing that's important to note about a lot of my core AP heros is that my builds are pretty static. It's very rare that I stray from the builds I'll put on my guides, not that it never happens. I find the builds here are typically best in all scenarios, but that doesn't mean I don't occasionally make tweaks from game to game.
On to
You can see my stream at http://www.twitch.tv/zythian and follow me on facebook http://www.facebook.com/Zythian and twitter @EZZythian and our entire team at http://www.teamez.com
Pros / Cons
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Pros
+ Strong Mobility + Great pick-off potential + Incredible Roaming + Extremely easy to gank her lane + Great Tower-diving potential + High Damage |
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Cons
- Susceptible to Crowd Control - Very Skill-shot oriented - High Risk/High Reward abilities |
Masteries
OFFENSE TREE
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Tier 1 //
Tier 2 // Tier 3 // Tier 4 // Tier 5 // Tier 6 // |
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UTILITY TREE
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Tier 1 //
Tier 2 // Tier 3 // |
Summoner Spells
FlashFlash is pretty much essential on most AP carries, but I find it particularly useful on Ahri mainly because sometimes you're forced to use your ult into bad positions to secure kills. Flash helps you get out of that position, like a 4th charge of
IgniteI choose ignite to combo mainly in lane, but also at many other times throughout the game. Without ignite it's much harder to solo someone down in lane in your full combo. With ignite you can 100-0 pretty much anyone in a combo.
Runes
Greater Quintessence of Ability Power: Flat AP is pretty standard on AP carries right now.
Greater Mark of Magic Penetration: Magic Pen is the only real option in red slots.
Greater Glyph of Scaling Ability Power: AP per level scales great into the later game.
- greater seal of Replenishment: Early game mana regen is extremely important to maintain pressure in lane, also helps with
Essence Theft
Skill Summary
Essence TheftPassive: Spell Vamp
Not a huge part of Ahri's kit, but certainly a nice laning sustain boost. Every 9 enemys hit by a spell, this passive triggers for your next spell. You gain life for the damage the spell does.
Orb of DeceptionDamaging Boomerang-type skillshot.
Orb of Deception is a skillshot that travels outward in a straight line and then returns back to the caster, dealing unmitigated true damage on the way back and magic damage on the way out.
Fox-FireA 3-part Nuke based on proximity to Ahri
Fox-Fire is a 3-shot nuke which selects the nearest target to Ahri. It can hit minions, but if a champion is in range, it will always prioritize the champion. Short-range makes this ability typically high risk
CharmForces a target to walk harmlessly toward you
This is Ahri's set-up shot. Once an enemy is hit by charm it guarantees both directions of your
Spirit RushAllows Ahri to dash a short distance, dealing damage to 3 enemies around where she lands.
The key to Ahri.
Skill Sequence
Items
Boots of Speed: Boots allow you to move around the lane easier to move in and out of harass, avoid ganks, etc. They allow you to also pick up 3 health potions for an extra 450 health in lane. Lastly, boots are essential for dodging skillshots (brand, cass, karthus, etc. etc.) against most of the strongest mid laners.
Doran's Ring: I always get atleast 2 Doran's rings, sometimes 3 depending on game. The reason being it allows you to more easily clear waves, and gives a ton of roaming power early on into the game since you can push and have the mp5 to sustain through pushing and ganking. Also since you don't really build health items on Ahri, this slight early health boost can really help.
Will of the Ancients: The reason I get
Rabadon's Deathcap: Standard AP choice. Pump out the damage. Makes you a massive threat in team fights and allows for massive damage on pick-off opportunities throughout the game.
Rylai's Crystal Scepter: Gives massive kiting potential and even more team fight utility. Once again, like
Void Staff: Typically at this point in the game the other team has picked up MR. Make their gold useless.
Zhonya's Hourglass: Really an optional choice, but if you don't need any defensive items, this would be my pick-up. It gives a very large amount of AP, and the on-use can be used after your Laning
Pre-6
You need to balance farming with harassing on Ahri. As appealing as it is to try and zone your opponent and try to score a kill, it often puts you in bad positions pre-6 to be ganked and missing cs is never to your advantage. To counter this, I'll usually use
When you have no minions to last hit soon, but you know your lane opponent does, that's when you can move up to play more aggressive, using
Once you're level 4, your opponent should either be low or atleast have gone through a health potion or 2. You can look for a kill opportunity with your jungle, or just look to put a lot of pressure out with a
As soon as he comes back if you're 6 and he's 5, you can most of the time just all-in and force them to back a second time, even if it doesn't score the kill, the advantage you've given yourself at this point is incredible.
Levels 6-11
Pre-6 ganks can be very effective with any Crowd control to allow you to guarantee
Once you're able to easily clear creep waves with a couple
Team Fighting
Team fighting as
On these types of pickoffs, it's important not to get over-anxious and blow your
It's important to remember that while your ult does damage, it's not its only purpose.
Main Goal in Team Fights
In the end,
The combination of massive damage and good control and kiting ability are what make
Conclusion
I feel like I could go over warding and other stuff, but that should really be an entire guide in itself, and not just thrown in some random solo mid guide. So... this is it for now I guess! Basically,
I hope you enjoyed the guide, if you feel like I missed a big section or there's something I should add to make this guide just over the top awesome please let me know in comments below. As always, general criticism, praise, or feedback on anything in the guide is very much appreciated. Please +1 the guide if you found it helpful!
Once again, you can see my stream at http://www.twitch.tv/zythian and follow me on facebook http://www.facebook.com/Zythian and twitter @EZZythian and our entire team at http://www.teamez.com
Credits to jhoijhoi for a lot of the formatting, which you can find here.
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