Ahri Build Guide by EVILISLEMONS
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.
EVILISLEMONS here! This is my first guide on mobafire.com so please don't hate on me if my guide seems noob :(. I've actually spent some time writing this so I hope it isn't that bad.
So let's get on to the actual introduction:
Yay, Ahri the nine-tailed fox. It took a while for Riot to release her (which many of us who actually waited for her know). So what is she exactly? Well...she's a sexy fox girl! What more could you possibly want!? Technically, she's an assassin/mage and a very good one due to her dynamic skills.
For the most part, playing her is fun. It took me a few trials to see what items, summoner spells, and masteries suited her the best. A lot of people build her with CDR items like Morello's Evil Tome which is fine but I think her CD is enough when you take into account the runes I chose for this build. You'll be darting around and killing them pretty quickly even without the CDR from items/masteries hence why I chose to have her play more as a hard-nuking type of champion. I'll go into a little bit more detail why I choose to build her this way as you read on ahead.
Here's my match history with Ahri:
I'm only 1200 ELO so yeah it may not be very impressive numbers, but hopefully people will give this guide/build a chance.
You guys might be wondering why I called my guide "Ahri: Run Devil Run" and there's a simple reason for that. Have you ever done /dance and see Ahri dance? Yeah, her dance moves are from "Run Devil Run" by Girls' Generation music video. Apparently some people working for Riot are K-pop fans :O.
Still don't get it? Here:
Pretty sexy, huh?
Anyways, I'll just wrap up the introduction with a thanks for those who read my guide.
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.”
Pros & Cons
- Almost impossible to kill when ultimate is up.
- Extremely good chaser with ultimate
- True damage from Orb of Deception makes you a formidable tank-killer.
- Charm's long-ranged taunt can help catch an overextending champion.
- Good burst damage.
- Decent spell-vamp with Essence Theft
- Can cause absolute chaos in team-fights if not focused.
- She's Hot.
- Not a very strong burst early game.
- Prone to getting focused when ultimate is on cooldown.
- A little bit mana-hungry early game.
- She's not real. :(
In overall, Ahri has more pros than cons which is a good thing for any champion to have. Her cons aren't even that bad either (besides her not being real...) so there shouldn't be too much of a problem.
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Cooldown Reduction
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Cooldown Reduction
For runes, I use:
- 9 x Greater Quintessence of Ability Power
- 9 x Greater Mark of Magic Penetration
- 9 x Greater Glyph of Cooldown Reduction
And either/combination of both:
The reasons why I chose these runes is because it gives Ahri a nice little AP boost meaning you're THAT more dangerous during the early-game phase and the CDR really gives you better harassing power.
Now, as you can see I said Greater Glyph of Scaling Cooldown Reduction OR Greater Glyph of Cooldown Reduction. The reason is because both these runes offer CD, but one being flat and one being scaling. There's a lot of debate going on about the usefulness regarding the two, but I would recommend having 5x Greater Glyph of Cooldown Reduction and 4x Greater Glyph of Scaling Cooldown Reduction. It sort of provides you with a good balance of CDR.
- 9 x Greater Glyph of Ability Power
- 9 x Greater Glyph of Mana
- 9 x Greater Seal of Ability Power
- 9 x Greater Seal of Mana
Notes: I've been experimenting with these runes and I really think it's nice. I still prefer the CDR runes but if you want to dish out a lot of damage and/or have a larger mana pool you can get these runes. Greater Glyph of Ability Power and Greater Glyph of Mana offer more AP and mana Greater Seal of Ability Power and Greater Seal of Mana respectively. That means you'll have to figure out whether you want more AP or more mana for Ahri. Personally, I'd go for the 9 x Greater Glyph of Ability Power and 9 x Greater Seal of Mana.
For masteries, I like to go 21/0/9 with Ahri. In the utility tree, a point in Runic Affinity is a MUST. Please check the About Blue Buff section for more details. For the offense tree, I like to put a point in Summoner's Wrath simply because it offers me 5 AP & AD when Ignite is on cooldown AND it increases Ghost's movement speed bonus to 35%.
By late-game and once you get your Will of the Ancients, you will be spell-vamping back to full HP easily. It's insane how much this passive heals you. A very great passive to have so don't underestimate it!
Orb of Deception
That's crazy - on the way out, the orb does magic damage and on the way back, the orb does true damage!?!? That's like having multiple Ignites. I try to get as many AP items as possible early game so that I can do a ton of true damage.
After you get a few AP items, you will be clearing minion-waves with ease. One Orb of Deception is all it takes to wipe out nearly one wave granted you position yourself correctly.
Works really well with Charm as well. Preferably you want to land your Charm first and immediately after you'll want to use Orb of Deception. This will ensure the enemy gets caught in-between Orb of Deception going out and returning.
Don't get me wrong, late game this skill hits like a fricken' nuke - especially since the majority of the team fights will be taking place when minions are gone. It can do around ~700 magic damage to a single target with this build.
Note: According to the League of Legends Wiki, "each fire from Fox-Fire will count as a single-target target spell". That means items like Will of the Ancients and Rylai's Crystal Scepter will apply the full percentage of their active effect for each target a single fire hits. Nice.
Take in Sion's stun for example. If you time Charm correctly, you're able to taunt him in and stop him from stunning you. If you're faster than him it usually means you will escape. What's even better is that you might be able to get a kill, too!
Another crazy example: I got stunned by a yellow card from Twisted Fate and then pulled in by Blitzcrank. Managed to run away with less than 50 HP remaining but of course, Twisted Fate uses his ulti in order to secure his kill on me. Or not.
See, what happened was that using the delay time I have when Twisted Fate teleports in, I timed my Charm at the right moment in which it stopped him from getting the first hit off me. I then used my Fox-Fire and Orb of Deception as quick as I could and absolutely obliterated him with the help of two shots from the turret. He had around 70% HP too. To me, that was the epitome of Charm's awesomeness.
You can also use Charm to save a team-mates life by using it on an enemy champion that's attacking your team-mate. Another use for Charm is checking and luring enemies in/out of bushes.
No one can resist Ahri's Charm (besides maybe Gangplank and Olaf). She's just too beautiful!
For example, if my team-mates happen to arrive in time to help me, I can always use that last dash to enter back into the team fight for a surprise gank on the enemy. Or if there's a wall/cliff nearby, I can dash through it to guarantee my escape.
Overall, Spirit Rush is one of the reasons why I can build Ahri with a lot of damage and lower survivability (because you don't really need it).
Using Your Skills
You want to start by leading off with Charm on a target. Once you do, quickly use Orb of Deception followed by Fox-Fire. Then Ignite and chase them down with Spirit Rush. It's absolutely devastating and it happens in a few seconds too.
Sometimes when there's quite a large gap between you and the enemy, you can use Spirit Rush to get close enough to use Charm. Don't be scared of doing this often because you have 10 seconds to use the rest of your Spirit Rush which is more than enough.
I get Amplifying Tome and a Health Potion. This is because it helps me get the much needed Hextech Revolver fairly quickly. I know it doesn't give you mana regeneration, but you will have to learn to play conservatively and thoughtfully with Ahri's low mana pool.
After, You'll Want To Get...
Needlessly Large Rod
After, You'll Want To Get...
Will of the Ancients
Rylai's Crystal Scepter
Rod of Ages
But if you insist on getting this item to replace the early Hextech Revolver, I suggest getting Sapphire Crystal to start off instead of the Amplifying Tome, then building that into a catalyst the protector around the same time you get your Boots of Speed.
Morello's Evil Tome
About Blue Buff
An Ancient Golem along with his two smaller companions. A timid, neutral monster unless it is being attacked. Can kill those who are unequipped to fight it. Grants those who kill it with Crest of the Ancient Golem giving them faster mana/energy regeneration and reduced cooldown.
So why do we want blue buff?
Why? Are you %#$#ing kidding me!? It's %#%#ing essential! You WANT to be getting blue buff as much as possible. I mean it. Every damn chance you get, you should be looking for the blue buff. Ahri consumes a lot of mana during team fights so having faster mana regeneration helps a lot. Also, the cooldown really helps her continue poking and dishing out damage when necessary.
If there's someone on your team that wants blue buff, first tell them you absolutely need it. You're a damn AP carry so there's no one else on the team that should need it more than you. More often than not, they will give it to you which makes your life easier as you don't have to go into the details of why you need it so bad.
If they don't want to give it to you then, well...what can you do right...? Steal their blue buff...? Nah... No way...
Generally, you'll want to solo mid as Ahri. For me though, I like going either duo bottom/top or just solo top. I find it easier to secure some kills than if I were to lane mid. That's not to say I don't get kills mid - it just takes more cautiousness since you can be ganked from both sides of the map. If you do solo mid, you're able to gank both top and bottom lane when you feel like you can. You can use Ghost to get through the river quickly if you choose, or you can save it for when you're chasing them down after engaging.
You should be trying to last hit as much as possible while poking the enemy champion every now and then. If you feel like you easily dominate the lane, you can try out for a kill or first-blood if it hasn't been taken yet. Try to poke them enough so that they're around 50% HP and then proceed to Charm, Orb of Deception, Fox-Fire and then Ignite. Ghost if you have to. It's an obvious combo, but it can really catch an enemy off-guard especially if you haven't been using Charm much. Try not to harass too much since that usually means you'll be losing out on some minion kills.
Once you have some of your core items, it's time to start ganking if you haven't done so already. It would be a good idea to get dragon at this point, too. You want to be as fed as possible because when Ahri gets her items, she can hit like a truck. Not just once, but many times in short intervals. But be sure to keep watch of what the enemy team is purchasing as well.
If they start getting magic resist, you might want to get some magic penetration items like Void Staff. Alternatively, you can continue farming for an extremely expensive item since you know that they are building for defense and not offense. You just have to be sure the item is worth the time & farm because if not, their defensive items can turn your nuke into a tickle. A useless Ahri is not good despite how cute she looks!
As always, farm whenever you can. It should be easy since your Orb of Deception does enough damage to clear a whole minion wave.
Once you get all or most of your items, it's time to play safer. Face-checking bushes: No. Don't ever do that. You shouldn't even be doing it in any of the game-phases anyway. Always lead with your Orb of Deception or Charm to ensure the bush you're about to walk into is safe. Hopefully, your support/jungler/tank is doing their job of placing wards around the map. You should be doing it too if you have spare gold since it benefits you and your team greatly.
In team fights, try to let the tanks initiate as much as possible. However, if the situation calls for it, you can isolate an enemy champion using Charm. It really pisses them off when that's followed up by your entire team jumping on him/her. Even during an actual team fight - if you aim this at their AD/AP carry, that's 2 seconds they're sitting in the middle of a bloodfest completely defenseless.
Sooner or later, you'll want to get Baron. Obviously, this buff is a tremendous help to you and your team-mates. Once you get the Baron buff, it usually spells GG since you can destroy the entire enemy team if you aren't being focused. If for some reason they get Baron before you, I usually get Elixir of Brilliance to somewhat stay on par with their Baron buff. Not much else to say here other than play coordinated with your team! You're an AP Carry meaning you're valuable. Don't engage in meaningless fights if you don't have to! One wrong move can turn the tide of battle easily. Trust me.
I hope this guide wasn't too much of a bore to read. I hope it wasn't too colorful either. I was just trying to highlight some of the important ideas and information I wanted to get across. I won't be adding any BBCodes for the summary because I want to keep things nice and simple. I hope this guide was really useful and informative. Since it's my first guide, I put a lot of work into it and I hope that is reflected in this guide. Thanks to jhoijhoi for the wonderful guide on how to make a guide (lol).
Please don't forget to vote for this guide if it was useful! I'd appreciate it so much. Thanks!