Ahri Build Guide by Alara
Champion Build: Ahri
| Health | 2480 |
| Health Regen | 16.3 |
| Mana | 1130 |
| Mana Regen | 33.58 |
| 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 | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated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
Introduction
So ... I normally don't write guides because it is my belief that telling someone how to play something is 1) boring, because it's more fun and rewarding to figure things out for yourself, 2) wrong, because there are many different ways to play, all of which can be equally "viable," and 3) stupidly rigid, because people tend to follow guides to a T without considering the situation. However, some of my friends have been bugging me to write one, so I'll give my perspective on Ahri.
This is my first guide. Yes, the formatting on this guide is ugly. I'll clean it up as I learn BBCode.
I'm also assuming a basic level of competence in farming, map awareness, and knowledge of laning against various champions.
Pros / Cons
Pros
- Good damage output throughout the game
- Easy to last hit with
- Mana isn't a big issue
- Near impossible to gank
- Near impossible to run from
- Can reposition herself as needed
- Excellent poke
- Charm wins games
Cons
- Squishy
- Slow (dat 305 base ms)
- Requires GOOD POSITIONING
- Requires LANDING SKILLSHOTS
Runes
Reds
Yellows
Greater Seal of Vitality - If you don't need the mana regen, health per level works nicely.
Blues
Quints
Masteries
Standard 21/0/9 for APs. Mana masteries in utility is obvious, but you can take ms if you prefer it.
Summoner Spells
Skills
Skill Sequence
Max
Max
One point in
Items
Here's why you don't take
Upgrade your boots whenever you can, preferably on your first back with doran's rings.
This is where item paths will depend on the situation. ALWAYS CONSIDER YOUR SITUATION IN BUYING YOUR NEXT ITEM. Otherwise, the item path I listed at the top is my preferred build.
Early Game
Typical lane phase. If your jungler is going wolves --> blue, pop a
Orb of Deception on both so you start with 6 stacks on
Essence Theft -- you can actually do the same with wraiths --> red. Just make sure the jungler attacks the wolves/wraiths first so you don't drag them out.
Ahri's attack animation is fast and smooth, so last hitting is easy. Focus on farming, and throw out a
Orb of Deception to catch cs you can't reach or hit on time (basically double-attack). DON'T SPAM YOUR ABILITIES TO FARM IF YOU DON'T HAVE WARDS. If your opponent freezes the lane near his turret, you put yourself in danger of a jungle gank to get cs. This is why I say you don't need much mana early.
A useful trick is to use rank 1
Fox-Fire for passive stacks, and then
Orb of Deception on a full wave for health. The pushes your lane the least without taxing your mana while giving the best heal.
Ahri can be a bully in lane. Whenever your opponent goes in to last hit, throw out a
Orb of Deception at him immediately. Move as needed to get both ends of damage on him. If he's juking off on the side to avoid being hit by
Orb of Deception, move close and pop
Fox-Fire so all 3 fireballs hit him. Use a full combo of
Charm+
Orb of Deception+
Fox-Fire when you can (near full mana and/or opponent is low health). Your goal is to gain a gold advantage while harassing your opponent low enough to get bursted by your level 6 combo (R+E+Q+W+Ignite+R+R)(provided they aren't stupid enough to die sooner).
Gank side lanes when you can.
Mid Game
What's the difference? Keep farming, roaming, ganking, pushing other lanes down, securing objectives, etc.
Another tip: If you think a bush might be dangerous to facecheck, throw a
Charm into it. If there is someone in there, you'll hear the smack. Alternatively, you can throw an
Orb of Deception instead. If you gain passive stacks, you'll know someone is hiding in there. If you gain the full 3 stacks, then there is more than one enemy hiding there.
End Game
Pre-fight Shuffle: Poke, poke, and poke. Also,
Charm wins games. Land one, watch as your team swarms him like piranhas, and proceed to win 5v4.
Team fights. Your goal is to take out the most dangerous target you can reach without putting yourself at huge risk, and by huge risk, I mean getting instagibbed or locked down by chain CC. Charm said target, unload everything and spam immediately as they come off on cooldown. Aim for the squishies if you can. Reposition or nuke with
Spirit Rush as needed. POSITIONING IS KEY.
RoA vs. Rylai's - The Great Debate
This gets its own section since so many people argue on this point, so these are my thoughts.
Early sustain
Items fully built
Ahri does not have serious mana problems. Therefore, the mana on
So why not both? If you get RoA first, you delay Rylai's too long. If you get Rylai's first, then you get the stats on RoA too late. Otherwise, uh ... sure, if you think you need all that tankiness, but I feel there are other items with higher priority (deathcap, WotA, CDR).
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