Ahri Build Guide by Wohnet
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.
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.
Pros / Cons
Mobility after 6 level.
Spell wamp for survability.
Good last hitting with Orb of Deception
When using her ultimate you must get to close to a teamfight.
Leatning for hit with skillshots.
Her range is not long.
- Awesome item but i use so much auto attacking so if u can buy it.
- Buy it if u fight against nuke Ap like Karthus, Le Blanc...
- I dont prefer it but if u need cd reduction and mana regen buy it!
- Not bad but ahri needn´t so much mana.
Marks: 9x Magic penetration
Seals: 9x Ap per level
Glyphs: 9x AP per level
Quintessences: 3x Ability power
Farming - Last hits
The key is to stand your character outside of range of your opponent. As minions get low, move into range just long enough to attack once, then return to full range.
Your attacks don't do much damage at the onset of the game. Mentally prepare yourself to make only one attack per minion. Do not try multiple attacks per minion
Do not allow your character to auto-attack. Constantly spam randomized 'horizontal' movement as you watch minion health drop.
Ranged minions die more quickly. You can attack them slightly earlier than melee minions and still get the last hits.
If friendly ranged minions have built up, you will need to attack earlier than you normally would. Ranged minions do a lot of damage, and timing your attack amongst a host of friendly minion attacks can be tricky.
As you get better at last hitting, mentally prepare yourself for the order in which you will last hit the wave. Knowing where you will need to move the cursor next can save time.
Often there are minions you can not get, based on how the lane/minion movement broke down. Knowing a minion is out of your grasp is important. Concentrate on getting all the minions you can get.
Animation cancelling is also important. After you have attacked (or the projectile has left your character) start moving immediately. This will limit the time you are in the hot zone.
Passive: Soul Eater
Ahri gains a charge of Soul Eater 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.
Q: Orb of Deception
Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.
Cooldown: 7 seconds
Cost: 60/65/70/75/80 mana
Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 70 / 100 / 130 / 160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 140 / 200 / 260 / 320 (+75% of ability power).
Cooldown: 9 / 8 / 7 / 6 / 5 Seconds
Cost: 60 mana
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
Cooldown: 12 Seconds
Cost: 50/65/80/95/110 Mana
R: Spirit Rush
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.
Cooldown: 80/70/60 Seconds