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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.


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League of Legends Build Guide Author EVILISLEMONS

Ahri: Run Devil Run

EVILISLEMONS Last updated on December 23, 2011
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello,

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.


Proof This Build Works:


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.


About This Guide:

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.



FEEL FREE TO 'THUMBS UP' MY GUIDE IF YOU LIKE IT!


Guide Top

Ahri's Story

Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe, the shape of the humans who lay scattered about her.

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.”

- Ahri


Guide Top

Pros & Cons



Pros:
  • 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.

Cons:
  • 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.


Guide Top

Runes

Runes

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9

Greater Seal of Cooldown Reduction
9

Greater Glyph of Cooldown Reduction
9

Greater Glyph of Scaling Cooldown Reduction
9


For runes, I use:

And either/combination of both:


Notes:
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.


Optional Runes:

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.


Guide Top

Masteries

Masteries
1/5
3/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
1/1
3/5
1/1

About Masteries

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%.

There's no way in hell they're ever going to catch you.


Guide Top

Summoner Spells

The Good:


Ghost
This summoner spell is what I recommend for this guide. I take it over Flash because when you combine it with Ahri's Spirit Rush, you cannot be caught nor evaded. Your Spirit Rush is pretty much like having Flash x 3 so what's the point in getting a 4th one? Also, within 10 seconds you will be covering more ground with Ghost + Spirit Rush compared to just Flash + Spirit Rush.

Ignite
I recommend getting this. It reduces healing and regeneration, and it does a nice amount of true damage to enemy champions. Think of it as an extra nuke. With Summoner's Wrath , you'll get 5 AP & AD when it's on cooldown. Not much to say here. It's just one of those things where simplicity is deadly.

Exhaust
A variety of uses - helps to chase, run away, kite, get off a spell, etc. Personally I leave this for the AD carries but it's still a very good summoner spell to use if you decide to. Not to mention the Summoner's Wrath mastery point will add the effect of reducing the enemy champion's magic resist and armor by 10 when using Exhaust.

Flash
Combined with your Spirit Rush, this can make you pull off some crazy wall jumps and jukes. For this build however, I don't get it because I find that Ahri's Spirit Rush is enough. You COULD use it though...but I don't particularly like it in comparison to Ghost. Plus, the mastery tree doesn't allow for the Summoner's Insight bonus.


The Viable:


Teleport
I guess it can be used to get to a location fast to either gank, team fight, or defend. Most of the time, it'll just be for defending and/or clearing those huge waves of minions. You do so relatively easy because of Orb of Deception so it's not that bad. Of course, I wouldn't recommend getting it if you don't have to.

Surge
Haven't used this with Ahri but I suppose the bonus AP could help. If you ever decide to get a Lich Bane or Guinsoo's Rageblade it could become a lot more effective but for this build I have no use for it.

Heal
Not really recommended. Only get this if you're pretty new to League of Legends. Can't really think of any uses other than that. It doesn't give you that much of a nice return as you level up. Whatever floats your boat, though.

Clairvoyance
I mean, if a team needs it then a team needs it, right? One personal use I think Ahri can use it for is for her Spirit Rush. With the vision Clairvoyance grants, you can practically use all her moves (besides maybe Fox-Fire) through the wall as a means of getting the kill, or initiating for your team. Of course, leave this for the supports whenever you can, unless you ARE the support...

Clarity
Ahri can be mana-hungry if you don't manage your mana-pool properly. This can solve that problem. However, I think it's better to learn when to use and conserve your mana which is why I don't recommend getting this unless you're relatively new. Like Heal, it has reduced effectiveness as you level up.


The Non-Viable:


Garrison
Huh? I don't even...

Smite
I've heard that some people actually tried jungling with Ahri. I don't know how viable that is but to me, Ahri doesn't seem to do enough damage to survive in the jungle, even after the jungle nerf. However, I'm a troll when it comes to jungling with champions so I'll update this guide when I try it out.. As for now...no.

Revive
...Are you Karthus?

Cleanse
Helps with CC but the long *** cooldown means it's pretty much useless. Why would you even need to debuff CCs when you're Ahri anyway? Just get the hell out of there with your Ghost + Spirit Rush!

Promote
Let Heimerdinger, the Lord of the Minions, have this one. It suits him better.


Guide Top

Skills

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


About Each Skill


Soul Eater

This passive is really nice. Ahri gains a charge every time her spells hit an enemy. After 9 charges, her next spell will have 35% spell vamp. At first, 9 charges before a 35% spell-vamp from the next spell might sound like it takes forever to get, but don't forget that you can get up to 3 stacks PER spell usage! So with a lot of enemy minions/champions around, this passive goes into effect after using 3 spells. Holy ****.

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

This skill is what you'll max out first. Simple reason: It's a good harass and farming tool. A more thorough reason: It can put a lot of hurt on those who build a lot of armor and magic resist - most notably: the tanks. Ahri throws out and pulls back her orb dealing magic damage when she throws it out, and true damage when she pulls it back.

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.

Fox-Fire

A nice skill that can help you finish off enemies that barely escape your initial combo. It releases three blue flames that auto-lock onto enemies, prioritizing champions. Does reduced damage for each subsequent flame that hits the same target. I put one point in it at level 4 and then max it out last because early game it just really doesn't help me all too much in terms of farming and harassing enemies. There's just too many minions in the lane and Fox-Fire auto-locks onto them despite it prioritizing champions. Not always the case but to me, it happens more often than not.

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.

Charm

This skill is BEAUTIFUL. I max this out second. It deals damage and causes the enemy to walk harmlessly towards you for a duration. I can't tell you how many times I've been able to get kills, assists, and ESCAPE. Yes folks, escape. Now many of you guys who play Ahri have probably realized how effective it is at escaping. I mean, you're basically taunting an enemy which disables them for a brief period of time which is often more than enough to escape. Not to mention they don't attack you so you'll run away unscathed.

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!

Spirit Rush

A very good ultimate. You can chase, escape, juke, run-in-and-out of team fights, etc. It releases 3 essence bolts on each dash dealing damage, up to a maximum of 3 dashes. I like this ultimate particularly because of it's chasing/escaping ability. With the summoner spell Ghost, no one can catch or escape you. I tend to save my last dash just before the time runs out just to give me a better variety of what I can do.

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).


Guide Top

Using Your Skills

Typical combo:



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.


Guide Top

Items

Items To Start With:


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.


Items You Want For Early-Game:


Hextech Revolver
I get this for its spell-vamp which translates to lane sustainability. Works well with Essence Theft. Gives you good AP, too. I tend to get this before getting Sorcerer's Shoes.

Sorcerer's Shoes
Pretty much standard for most AP champions. Gives you 20 magic penetration which is a lot.


After, You'll Want To Get...

Needlessly Large Rod
You should be starting to save up for this hefty item. This will be later built into a Rabadon's Deathcap.


What You Should Have By Mid-Game:


Rabadon's Deathcap
Increases your AP drastically. This is when you start nuking down people like nothing. You'll see your spell-vamp from your Essence Theft and Hextech Revolver working better, too.

After, You'll Want To Get...

Giant's Belt
This will give you more health which means more survivability. It's a good time to get it too since people will start to get damage items and we will be building this into a Rylai's Crystal Scepter fairly soon.


Items You Want For Late-Game:


Will of the Ancients
Gives you and your allies 30 AP and 25% spell-vamp. INSANE. Watch this item work its wonders on champions and minions.

Rylai's Crystal Scepter
Gives a good amount of AP, Health, and a nice slow effect. Like I've said in the Skills Section, Fox-Fire will apply the full percentage of Rylai's Crystal Scepter's slow for each flame. Not sure about Spirit Rush but I would assume it would apply the full percentage for each essence bolt for each dash as well.

Void Staff
Gives you 70 AP and 40% magic penetration. Again, an INSANE item. I get this last because this is usually when the enemy team has a ton of magic resist (or at least they should). This will ensure the squishies die in 2-3 seconds, and the rest die soon afterwards. Did I forget to mention how much you'll be able to spell-vamp with this item?


Guide Top

Situational/Aternate Items

Items You Might Want To Get:


Banshee's Veil
Good for those pesky stuns/snares/slows/taunts that could get you killed. Gives good amount of health, mana, and magic resist, too.

Guardian Angel
I usually get this when I'm super fed and when dying would give the enemy team too much gold. I play a little bit differently when I have this - instead of using Spirit Rush to kill enemies, I try to do as much damage as possible with my other skills before I die. When I revive from Guardian Angel's passive, I just dart out of there with my Spirit Rush. Now keep in mind I only do this depending on their team composition. If they have a ton of CC, I play normally otherwise I'd get demolished as soon as I revive.

Lich Bane
Did I seriously just suggest this? Heh. Truthfully, it's something I'd never go but I do see it being somewhat viable. With the cooldowns on your skills, this item is devastating. I'll update this guide when I actually try it though. As for right now...it seems OK to get.

Rod of Ages
Now, a lot of people build Ahri with this item as one of the first core items to get. In certain team compositions, this would be a wise choice. Champions that hit hard early to mid game can really cause trouble for you in the long-run. However, Ahri is really agile and can escape even the worst of fights if needed so I don't really have much use for this item. Instead, Rylai's Crystal Scepter fills in the role of getting HP.

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
Gives you 20% CDR, +12 mana regeneration, and 75 AP. For Ahri, this is like chocolate. Nice, yummy chocolate. I don't really get this unless I really want to though. I find that the runes and masteries I use for this build provides enough CDR and a little bit of mana regeneration. A good item to get when you don't know what else to get and you want to do more damage.

Deathfire Grasp
Gives 60 AP and +10 mana regeneration. Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 ability power). A very good nuke for those pesky high-HP champions. Combined with the true damage from Orb of Deception, this will bring down their HP fast. It's visually shocking to both you and the person you're nuking.

Mejai's Soulstealer
Gives 8 AP per stack. You gain a stack for an assist, and 2 stacks for a kill. At 20 stacks, you have 180 AP and 15% CDR. A very nice item to get if you are dominating. You'll want to get this early to maximize its effect. Be careful though because you are prone to getting focused when the enemy team sees you with this item - which becomes useless once you continuously die. I consider 6 stacks the minimum you need in order for it to be worth it.

Archangel's Staff
Want mana and AP? Well, this solves your problem. Gives you 3% of your maximum mana pool in AP. Also gives +4 mana per spell used (4 second cooldown). I'd seriously get this but figuring out when to get it in combination with my build is difficult. If you want to play a bit more passive and farm more, I guess you can get it after getting a Hextech Revolver and Boots of Speed or Sorcerer's Shoes. Very nice item if you do decide to get.

Abyssal Scepter
Gives +57 magic resist and +70 AP. Reduces the magic resistance of nearby enemy champions by 20. A very nice item balanced for offense and defense. The -20 magic resistance it does is so damn good especially with Ahri's skills. A nice way to give yourself more survivability while dishing out some more damage.


Guide Top

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...


Or...


Guide Top

Laning

Where To Lane:


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.
Early-Game:

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.

Mid-Game:

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.

Late-Game:

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.


Guide Top

Summary

Hello again,

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!

- EVILISLEMONS